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- Duke: Remove player_struct::posoldZset()
and player_struct::posoldZget()
.
This commit is contained in:
parent
66a08a26e8
commit
f10f1b9154
7 changed files with 16 additions and 20 deletions
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@ -161,6 +161,11 @@ public:
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return spr.pos.Z + viewzoffset;
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}
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double getPrevOffsetZ()
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{
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return opos.Z + oviewzoffset;
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}
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DVector3 getPosWithOffsetZ()
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{
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return spr.pos.plusZ(viewzoffset);
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@ -4410,7 +4410,7 @@ void movefta(void)
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{
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double r1 = zrand(32);
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double r2 = zrand(52);
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canseeme = cansee({ sx, sy, act->spr.pos.Z - r2 }, act->sector(), { px, py, ps[p].posoldZget() - r1 }, ps[p].cursector);
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canseeme = cansee({ sx, sy, act->spr.pos.Z - r2 }, act->sector(), { px, py, ps[p].GetActor()->getPrevOffsetZ() - r1 }, ps[p].cursector);
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}
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}
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else
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@ -388,8 +388,8 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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case PLAYER_OPOSZ:
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if (bSet) ps[iPlayer].posoldZset(lValue * zmaptoworld);
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else SetGameVarID(lVar2, int(ps[iPlayer].posoldZget() * (1 / zmaptoworld)), sActor, sPlayer);
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if (bSet) ps[iPlayer].GetActor()->opos.Z = (lValue * zmaptoworld) + gs.playerheight;
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else SetGameVarID(lVar2, int(ps[iPlayer].GetActor()->getPrevOffsetZ() * (1 / zmaptoworld)), sActor, sPlayer);
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break;
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case PLAYER_PYOFF:
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@ -771,7 +771,7 @@ void player_struct::backuppos(bool noclipping)
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GetActor()->restorevec2();
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}
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posoldZset(GetActor()->getOffsetZ());
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GetActor()->backupz();
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bobpos = GetActor()->spr.pos.XY();
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opyoff = pyoff;
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}
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@ -109,7 +109,7 @@ static void shootfireball(DDukeActor *actor, int p, DVector3 pos, DAngle ang)
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double scratch;
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int j = findplayer(actor, &scratch);
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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zvel = ((ps[j].posoldZget() - pos.Z + 3) * vel) / dist;
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zvel = ((ps[j].GetActor()->getPrevOffsetZ() - pos.Z + 3) * vel) / dist;
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}
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else
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{
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@ -165,7 +165,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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if (dist != 0)
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zvel = (((ps[j].posoldZget() - spos.Z) * vel) / dist);
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zvel = (((ps[j].GetActor()->getPrevOffsetZ() - spos.Z) * vel) / dist);
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if (badguy(actor) && (actor->spr.hitag & face_player_smart) != 0)
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sang = actor->spr.angle + mapangle((krand() & 31) - 16);
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@ -605,7 +605,7 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
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ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
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#if 1
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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zvel = ((ps[j].posoldZget() - pos.Z + 3) * vel) / dist;
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zvel = ((ps[j].GetActor()->getPrevOffsetZ() - pos.Z + 3) * vel) / dist;
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#else
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// this is for pitch corrected velocity
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auto dist = (ps[j].GetActor()->spr.pos - actor->spr.pos).Resized(vel);
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@ -712,7 +712,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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zvel = ((ps[j].posoldZget() - pos.Z) * vel) / dist;
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zvel = ((ps[j].GetActor()->getPrevOffsetZ() - pos.Z) * vel) / dist;
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if (badguy(actor) && (actor->spr.hitag & face_player_smart))
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ang = actor->spr.angle + randomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
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@ -526,7 +526,7 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
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ang += DAngle22_5 / 8. - randomAngle(22.5 / 4);
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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zvel = ((ps[j].posoldZget() - pos.Z + 3) * vel) / dist;
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zvel = ((ps[j].GetActor()->getPrevOffsetZ() - pos.Z + 3) * vel) / dist;
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}
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double oldzvel = zvel;
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@ -623,7 +623,7 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
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}
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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zvel = ((ps[j].posoldZget() - pos.Z) * vel) / dist;
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zvel = ((ps[j].GetActor()->getPrevOffsetZ() - pos.Z) * vel) / dist;
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if (badguy(actor) && (actor->spr.hitag & face_player_smart))
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ang = actor->spr.angle + randomAngle(22.5 / 4) - DAngle22_5 / 8;
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@ -758,7 +758,7 @@ static void shootwhip(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int at
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ang += DAngle22_5/8 - randomAngle(22.5 / 4);
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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zvel = ((ps[j].posoldZget() - pos.Z + 3) * vel) / dist;
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zvel = ((ps[j].GetActor()->getPrevOffsetZ() - pos.Z + 3) * vel) / dist;
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}
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double oldzvel = zvel;
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@ -336,15 +336,6 @@ struct player_struct
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}
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void posoldZset(const double val)
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{
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GetActor()->opos.Z = val - GetActor()->viewzoffset;
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}
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double posoldZget()
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{
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return GetActor()->opos.Z + GetActor()->viewzoffset;
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}
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void posoldAdd(const DVector3& val)
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{
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GetActor()->opos += val;
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