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- SW: Replace PLAYERstruct
xvect
with vect.X
calls.
This commit is contained in:
parent
03da70b3b9
commit
f2497d7d08
8 changed files with 61 additions and 60 deletions
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@ -631,7 +631,8 @@ struct PLAYERstruct
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vec3_t si; // save player interp position for PlayerSprite
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int16_t siang;
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int xvect, yvect;
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vec2_t vect;
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int yvect;
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int oxvect, oyvect;
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int friction;
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int slide_xvect, slide_yvect;
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@ -2139,7 +2140,7 @@ inline bool SpriteInUnderwaterArea(DSWActor* a)
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// just determine if the player is moving
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inline bool PLAYER_MOVING(PLAYERp pp)
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{
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return (pp->xvect | pp->yvect);
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return (pp->vect.X | pp->yvect);
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}
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inline void PlaySound(int num, DSWActor* actor, Voc3D_Flags flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
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@ -1295,7 +1295,7 @@ int PlayerInitChemBomb(PLAYERp pp)
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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// adjust xvel according to player velocity
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actorNew->user.xchange += pp->xvect >> 14;
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actorNew->user.xchange += pp->vect.X >> 14;
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actorNew->user.ychange += pp->yvect >> 14;
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// Smoke will come out for this many seconds
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@ -1667,7 +1667,7 @@ int PlayerInitCaltrops(PLAYERp pp)
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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// adjust xvel according to player velocity
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actorNew->user.xchange += pp->xvect >> 14;
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actorNew->user.xchange += pp->vect.X >> 14;
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actorNew->user.ychange += pp->yvect >> 14;
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SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
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@ -96,7 +96,7 @@ Collision MultiClipMove(PLAYERp pp, int z, int floor_dist)
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pos[i].Z = z;
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// move the box
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clipmove(pos[i], &pp->cursector, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll);
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clipmove(pos[i], &pp->cursector, pp->vect.X, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll);
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// save the dist moved
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dist = ksqrt(SQ(pos[i].X - opos[i].X) + SQ(pos[i].Y - opos[i].Y));
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@ -194,14 +194,14 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
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for (i = 0; i < 4; i++)
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{
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xy[i].X = qx[i] + (pp->xvect>>14);
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xy[i].X = qx[i] + (pp->vect.X>>14);
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xy[i].Y = qy[i] + (pp->yvect>>14);
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}
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//Given the 4 points: x[4], y[4]
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if (testquadinsect(&point_num, xy, pp->cursector))
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{
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pp->pos.X += (pp->xvect>>14);
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pp->pos.X += (pp->vect.X>>14);
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pp->pos.Y += (pp->yvect>>14);
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return true;
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}
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@ -214,12 +214,12 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
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for (i = 0; i < 4; i++)
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{
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xy[i].X = qx[i] - (pp->yvect>>15);
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xy[i].Y = qy[i] + (pp->xvect>>15);
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xy[i].Y = qy[i] + (pp->vect.X>>15);
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}
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if (testquadinsect(&point_num, xy, pp->cursector))
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{
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pp->pos.X -= (pp->yvect>>15);
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pp->pos.Y += (pp->xvect>>15);
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pp->pos.Y += (pp->vect.X>>15);
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}
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return false;
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@ -230,12 +230,12 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
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for (i = 0; i < 4; i++)
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{
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xy[i].X = qx[i] + (pp->yvect>>15);
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xy[i].Y = qy[i] - (pp->xvect>>15);
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xy[i].Y = qy[i] - (pp->vect.X>>15);
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}
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if (testquadinsect(&point_num, xy, pp->cursector))
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{
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pp->pos.X += (pp->yvect>>15);
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pp->pos.Y -= (pp->xvect>>15);
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pp->pos.Y -= (pp->vect.X>>15);
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}
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return false;
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@ -6312,7 +6312,7 @@ void pWeaponBob(PANEL_SPRITEp psp, short condition)
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{
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double xdiff = 0, ydiff = 0;
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double bobvel = fFindDistance2D(psp->PlayerP->xvect, psp->PlayerP->yvect) * (1. / 32768.);
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double bobvel = fFindDistance2D(psp->PlayerP->vect.X, psp->PlayerP->yvect) * (1. / 32768.);
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bobvel = bobvel + (bobvel * (1. / 4.));
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bobvel = min(bobvel, 128.);
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@ -1243,7 +1243,7 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
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void DoPlayerResetMovement(PLAYERp pp)
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{
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pp->xvect = pp->oxvect = 0;
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pp->vect.X = pp->oxvect = 0;
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pp->yvect = pp->oxvect = 0;
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pp->slide_xvect = 0;
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pp->slide_yvect = 0;
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@ -1581,7 +1581,7 @@ void SlipSlope(PLAYERp pp)
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ang = NORM_ANGLE(ang + 512);
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pp->xvect += MulScale(bcos(ang), pp->cursector->floorheinum, sectu->speed);
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pp->vect.X += MulScale(bcos(ang), pp->cursector->floorheinum, sectu->speed);
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pp->yvect += MulScale(bsin(ang), pp->cursector->floorheinum, sectu->speed);
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}
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@ -2011,10 +2011,10 @@ void DoPlayerMove(PLAYERp pp)
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DoPlayerSlide(pp);
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pp->oxvect = pp->xvect;
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pp->oxvect = pp->vect.X;
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pp->oyvect = pp->yvect;
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pp->xvect += ((pp->input.fvel*synctics*2)<<6);
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pp->vect.X += ((pp->input.fvel*synctics*2)<<6);
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pp->yvect += ((pp->input.svel*synctics*2)<<6);
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friction = pp->friction;
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@ -2023,26 +2023,26 @@ void DoPlayerMove(PLAYERp pp)
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friction -= pp->WadeDepth * 100L;
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}
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pp->xvect = MulScale(pp->xvect, friction, 16);
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pp->vect.X = MulScale(pp->vect.X, friction, 16);
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pp->yvect = MulScale(pp->yvect, friction, 16);
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if (pp->Flags & (PF_FLYING))
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{
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// do a bit of weighted averaging
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pp->xvect = (pp->xvect + (pp->oxvect*1))/2;
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pp->vect.X = (pp->vect.X + (pp->oxvect*1))/2;
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pp->yvect = (pp->yvect + (pp->oyvect*1))/2;
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}
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else if (pp->Flags & (PF_DIVING))
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{
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// do a bit of weighted averaging
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pp->xvect = (pp->xvect + (pp->oxvect*2))/3;
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pp->vect.X = (pp->vect.X + (pp->oxvect*2))/3;
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pp->yvect = (pp->yvect + (pp->oyvect*2))/3;
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}
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if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
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pp->xvect = pp->yvect = 0;
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if (labs(pp->vect.X) < 12800 && labs(pp->yvect) < 12800)
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pp->vect.X = pp->yvect = 0;
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actor->spr.xvel = FindDistance2D(pp->xvect,pp->yvect)>>14;
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actor->spr.xvel = FindDistance2D(pp->vect.X,pp->yvect)>>14;
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if (pp->Flags & (PF_CLIP_CHEAT))
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{
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@ -2052,7 +2052,7 @@ void DoPlayerMove(PLAYERp pp)
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pp->opos.X = pp->pos.X;
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pp->opos.Y = pp->pos.Y;
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}
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pp->pos.X += pp->xvect >> 14;
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pp->pos.X += pp->vect.X >> 14;
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pp->pos.Y += pp->yvect >> 14;
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updatesector(pp->pos.X, pp->pos.Y, §);
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if (sect != nullptr)
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@ -2084,7 +2084,7 @@ void DoPlayerMove(PLAYERp pp)
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actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
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Collision coll;
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updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
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clipmove(pp->pos, &pp->cursector, pp->xvect, pp->yvect, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll);
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clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->yvect, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll);
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actor->spr.cstat = save_cstat;
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PlayerCheckValidMove(pp);
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@ -2255,8 +2255,8 @@ void DoTankTreads(PLAYERp pp)
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if (Prediction)
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return;
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vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
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dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
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vel = FindDistance2D(pp->vect.X>>8, pp->yvect>>8);
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dot = DOT_PRODUCT_2D(pp->vect.X, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
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if (dot < 0)
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reverse = true;
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@ -2367,7 +2367,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
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return;
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// not moving - don't crush
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if ((pp->xvect|pp->yvect) == 0 && pp->input.avel == 0)
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if ((pp->vect.X|pp->yvect) == 0 && pp->input.avel == 0)
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return;
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// main sector
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@ -2415,10 +2415,10 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
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if (actor->spr.pos.Z < sop->crush_z)
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continue;
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int32_t const vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
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int32_t const vel = FindDistance2D(pp->vect.X>>8, pp->yvect>>8);
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if (vel < 9000)
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{
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DoActorBeginSlide(actor, getangle(pp->xvect, pp->yvect), vel/8, 5);
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DoActorBeginSlide(actor, getangle(pp->vect.X, pp->yvect), vel/8, 5);
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if (DoActorSlide(actor))
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continue;
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}
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@ -2536,32 +2536,32 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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else
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pp->Flags |= (PF_PLAYER_MOVED);
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pp->oxvect = pp->xvect;
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pp->oxvect = pp->vect.X;
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pp->oyvect = pp->yvect;
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if (sop->drive_speed)
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{
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pp->xvect = MulScale(pp->input.fvel, sop->drive_speed, 6);
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pp->vect.X = MulScale(pp->input.fvel, sop->drive_speed, 6);
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pp->yvect = MulScale(pp->input.svel, sop->drive_speed, 6);
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// does sliding/momentum
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pp->xvect = (pp->xvect + (pp->oxvect*(sop->drive_slide-1)))/sop->drive_slide;
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pp->vect.X = (pp->vect.X + (pp->oxvect*(sop->drive_slide-1)))/sop->drive_slide;
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pp->yvect = (pp->yvect + (pp->oyvect*(sop->drive_slide-1)))/sop->drive_slide;
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}
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else
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{
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pp->xvect += ((pp->input.fvel*synctics*2)<<6);
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pp->vect.X += ((pp->input.fvel*synctics*2)<<6);
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pp->yvect += ((pp->input.svel*synctics*2)<<6);
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pp->xvect = MulScale(pp->xvect, TANK_FRICTION, 16);
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pp->vect.X = MulScale(pp->vect.X, TANK_FRICTION, 16);
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pp->yvect = MulScale(pp->yvect, TANK_FRICTION, 16);
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pp->xvect = (pp->xvect + (pp->oxvect*1))/2;
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pp->vect.X = (pp->vect.X + (pp->oxvect*1))/2;
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pp->yvect = (pp->yvect + (pp->oyvect*1))/2;
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}
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if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
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pp->xvect = pp->yvect = 0;
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if (labs(pp->vect.X) < 12800 && labs(pp->yvect) < 12800)
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pp->vect.X = pp->yvect = 0;
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pp->lastcursector = pp->cursector;
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z = pp->pos.Z + Z(10);
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@ -2613,7 +2613,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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if (!ret)
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{
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vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
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vel = FindDistance2D(pp->vect.X>>8, pp->yvect>>8);
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if (vel > 13000)
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{
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@ -2643,7 +2643,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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if (vel > 12000)
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{
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pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = 0;
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pp->vect.X = pp->yvect = pp->oxvect = pp->oyvect = 0;
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}
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}
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}
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@ -2664,7 +2664,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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{
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vec3_t clippos = { pp->pos.X, pp->pos.Y, z };
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Collision coll;
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clipmove(clippos, &pp->cursector, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, actor->user.coll);
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clipmove(clippos, &pp->cursector, pp->vect.X, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, actor->user.coll);
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pp->pos.vec2 = clippos.vec2;
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}
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@ -2678,12 +2678,12 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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{
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int vel;
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vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
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vel = FindDistance2D(pp->vect.X>>8, pp->yvect>>8);
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if (vel > 13000)
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{
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VehicleMoveHit(actor);
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pp->slide_xvect = -pp->xvect<<1;
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pp->slide_xvect = -pp->vect.X<<1;
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pp->slide_yvect = -pp->yvect<<1;
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if (!(sop->flags & SOBJ_NO_QUAKE))
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SetPlayerQuake(pp);
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@ -2691,7 +2691,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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if (vel > 12000)
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{
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pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = 0;
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pp->vect.X = pp->yvect = pp->oxvect = pp->oyvect = 0;
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}
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}
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}
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@ -3141,15 +3141,15 @@ void DoPlayerClimb(PLAYERp pp)
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if (Prediction)
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return;
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pp->xvect += ((pp->input.fvel*synctics*2)<<6);
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pp->vect.X += ((pp->input.fvel*synctics*2)<<6);
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pp->yvect += ((pp->input.svel*synctics*2)<<6);
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pp->xvect = MulScale(pp->xvect, PLAYER_CLIMB_FRICTION, 16);
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pp->vect.X = MulScale(pp->vect.X, PLAYER_CLIMB_FRICTION, 16);
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pp->yvect = MulScale(pp->yvect, PLAYER_CLIMB_FRICTION, 16);
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if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
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pp->xvect = pp->yvect = 0;
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if (labs(pp->vect.X) < 12800 && labs(pp->yvect) < 12800)
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pp->vect.X = pp->yvect = 0;
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climbvel = FindDistance2D(pp->xvect, pp->yvect)>>9;
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dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
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climbvel = FindDistance2D(pp->vect.X, pp->yvect)>>9;
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dot = DOT_PRODUCT_2D(pp->vect.X, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
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if (dot < 0)
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climbvel = -climbvel;
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@ -3670,7 +3670,7 @@ bool PlayerOnLadder(PLAYERp pp)
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neartag(pp->pos, pp->cursector, pp->angle.ang.asbuild(), near, 1024 + 768, NTAG_SEARCH_LO_HI);
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dir = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
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dir = DOT_PRODUCT_2D(pp->vect.X, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
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if (dir < 0)
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return false;
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@ -5053,7 +5053,7 @@ void PlayerToRemote(PLAYERp pp)
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pp->remote.posy = pp->pos.Y;
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pp->remote.posz = pp->pos.Z;
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pp->remote.xvect = pp->xvect;
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pp->remote.xvect = pp->vect.X;
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pp->remote.yvect = pp->yvect;
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pp->remote.oxvect = pp->oxvect;
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pp->remote.oyvect = pp->oyvect;
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@ -5070,7 +5070,7 @@ void RemoteToPlayer(PLAYERp pp)
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pp->pos.Y = pp->remote.posy;
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pp->pos.Z = pp->remote.posz;
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pp->xvect = pp->remote.xvect;
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pp->vect.X = pp->remote.xvect;
|
||||
pp->yvect = pp->remote.yvect;
|
||||
pp->oxvect = pp->remote.oxvect;
|
||||
pp->oyvect = pp->remote.oyvect;
|
||||
|
@ -5088,7 +5088,7 @@ void PlayerRemoteReset(PLAYERp pp, sectortype* sect)
|
|||
pp->pos.Y = rsp->spr.pos.Y;
|
||||
pp->pos.Z = sect->floorz - PLAYER_HEIGHT;
|
||||
|
||||
pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = pp->slide_xvect = pp->slide_yvect = 0;
|
||||
pp->vect.X = pp->yvect = pp->oxvect = pp->oyvect = pp->slide_xvect = pp->slide_yvect = 0;
|
||||
|
||||
UpdatePlayerSprite(pp);
|
||||
}
|
||||
|
@ -7086,7 +7086,7 @@ DEFINE_FIELD_X(SWPlayer, PLAYERstruct, circle_camera_dist)
|
|||
//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siy)
|
||||
//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siz)
|
||||
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siang)
|
||||
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, xvect)
|
||||
//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, xvect)
|
||||
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, yvect)
|
||||
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oxvect)
|
||||
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oyvect)
|
||||
|
|
|
@ -465,7 +465,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYERstruct& w, P
|
|||
("siy", w.si.Y)
|
||||
("siz", w.si.Z)
|
||||
("siang", w.siang)
|
||||
("xvect", w.xvect)
|
||||
("xvect", w.vect.X)
|
||||
("yvect", w.yvect)
|
||||
("friction", w.friction)
|
||||
("slide_xvect", w.slide_xvect)
|
||||
|
@ -583,7 +583,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYERstruct& w, P
|
|||
w.opos.Y = w.pos.X;
|
||||
w.opos.Z = w.pos.X;
|
||||
w.oz_speed = w.z_speed;
|
||||
w.oxvect = w.xvect;
|
||||
w.oxvect = w.vect.X;
|
||||
w.oyvect = w.yvect;
|
||||
w.obob_z = w.bob_z;
|
||||
w.input = {};
|
||||
|
|
|
@ -16448,7 +16448,7 @@ int InitGrenade(PLAYERp pp)
|
|||
if (!auto_aim)
|
||||
{
|
||||
// adjust xvel according to player velocity
|
||||
actorNew->user.xchange += pp->xvect>>14;
|
||||
actorNew->user.xchange += pp->vect.X>>14;
|
||||
actorNew->user.ychange += pp->yvect>>14;
|
||||
}
|
||||
|
||||
|
@ -16560,13 +16560,13 @@ int InitMine(PLAYERp pp)
|
|||
actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
|
||||
dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
|
||||
dot = DOT_PRODUCT_2D(pp->vect.X, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
|
||||
|
||||
// don't adjust for strafing
|
||||
if (labs(dot) > 10000)
|
||||
{
|
||||
// adjust xvel according to player velocity
|
||||
actorNew->user.xchange += pp->xvect>>13;
|
||||
actorNew->user.xchange += pp->vect.X>>13;
|
||||
actorNew->user.ychange += pp->yvect>>13;
|
||||
}
|
||||
|
||||
|
|
|
@ -196,7 +196,7 @@ struct SWPlayer native
|
|||
native int circle_camera_dist;
|
||||
native int16 siang;
|
||||
|
||||
native int xvect, yvect;
|
||||
native int yvect;
|
||||
native int oxvect, oyvect;
|
||||
native int friction;
|
||||
native int slide_xvect, slide_yvect;
|
||||
|
|
Loading…
Reference in a new issue