mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 00:41:55 +00:00
- Remove PlayerAngles::setPitch()
method usage.
This commit is contained in:
parent
491a42d2bb
commit
f58e3c58aa
5 changed files with 11 additions and 17 deletions
|
@ -88,9 +88,6 @@ struct PlayerAngles
|
|||
return offsets;
|
||||
}
|
||||
|
||||
// Pitch methods.
|
||||
void setPitch(const DAngle value, const bool backup = false) { updateAngle(PITCH, ClampViewPitch(value), backup); }
|
||||
|
||||
// Yaw methods.
|
||||
void setYaw(const DAngle value, const bool backup = false) { updateAngle(YAW, value, backup); }
|
||||
|
||||
|
|
|
@ -2187,7 +2187,7 @@ void trPlayerCtrlSetLookAngle(int value, PLAYER* pPlayer)
|
|||
if (const double adjustment = clamp(value * 0.125 * (value > 0 ? lookStepUp : lookStepDown), downAngle, upAngle))
|
||||
{
|
||||
setForcedSyncInput();
|
||||
pPlayer->Angles.setPitch(maphoriz(-100. * tan(adjustment * pi::pi() * (1. / 1024.))));
|
||||
pPlayer->actor->spr.Angles.Pitch = maphoriz(-100. * tan(adjustment * pi::pi() * (1. / 1024.)));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -344,7 +344,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
|
|||
{
|
||||
ps[iPlayer].sync.actions &= ~SB_CENTERVIEW;
|
||||
}
|
||||
ps[iPlayer].Angles.setPitch(maphoriz(-lValue));
|
||||
ps[iPlayer].GetActor()->spr.Angles.Pitch = maphoriz(-lValue);
|
||||
}
|
||||
else SetGameVarID(lVar2, int(ps[iPlayer].GetActor()->spr.Angles.Pitch.Tan() * -128.), sActor, sPlayer);
|
||||
break;
|
||||
|
|
|
@ -3880,7 +3880,7 @@ void OnMotorcycle(player_struct *p)
|
|||
p->gotweapon[MOTORCYCLE_WEAPON] = true;
|
||||
p->vel.X = 0;
|
||||
p->vel.Y = 0;
|
||||
p->Angles.setPitch(nullAngle);
|
||||
p->GetActor()->spr.Angles.Pitch = nullAngle;
|
||||
}
|
||||
if (!S_CheckActorSoundPlaying(p->GetActor(),186))
|
||||
S_PlayActorSound(186, p->GetActor());
|
||||
|
@ -3911,7 +3911,7 @@ void OffMotorcycle(player_struct *p)
|
|||
p->gotweapon[MOTORCYCLE_WEAPON] = false;
|
||||
p->curr_weapon = p->last_full_weapon;
|
||||
checkavailweapon(p);
|
||||
p->Angles.setPitch(nullAngle);
|
||||
p->GetActor()->spr.Angles.Pitch = nullAngle;
|
||||
p->moto_do_bump = 0;
|
||||
p->MotoSpeed = 0;
|
||||
p->TiltStatus = 0;
|
||||
|
@ -3947,7 +3947,7 @@ void OnBoat(player_struct *p)
|
|||
p->gotweapon[BOAT_WEAPON] = true;
|
||||
p->vel.X = 0;
|
||||
p->vel.Y = 0;
|
||||
p->Angles.setPitch(nullAngle);
|
||||
p->GetActor()->spr.Angles.Pitch = nullAngle;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3965,7 +3965,7 @@ void OffBoat(player_struct *p)
|
|||
p->gotweapon[BOAT_WEAPON] = false;
|
||||
p->curr_weapon = p->last_full_weapon;
|
||||
checkavailweapon(p);
|
||||
p->Angles.setPitch(nullAngle);
|
||||
p->GetActor()->spr.Angles.Pitch = nullAngle;
|
||||
p->moto_do_bump = 0;
|
||||
p->MotoSpeed = 0;
|
||||
p->TiltStatus = 0;
|
||||
|
|
|
@ -1069,11 +1069,8 @@ void AIPlayer::Tick(RunListEvent* ev)
|
|||
{
|
||||
if (nTotalPlayers <= 1)
|
||||
{
|
||||
auto ang = GetAngleToSprite(pPlayerActor, pSpiritSprite);
|
||||
PlayerList[nPlayer].Angles.setYaw(ang, true);
|
||||
pPlayerActor->spr.Angles.Yaw = ang;
|
||||
|
||||
PlayerList[nPlayer].Angles.setPitch(nullAngle, true);
|
||||
pPlayerActor->spr.Angles = DRotator(nullAngle, GetAngleToSprite(pPlayerActor, pSpiritSprite), nullAngle);
|
||||
pPlayerActor->backupang();
|
||||
|
||||
sPlayerInput[nPlayer].vel.Zero();
|
||||
pPlayerActor->vel.Zero();
|
||||
|
@ -1086,7 +1083,7 @@ void AIPlayer::Tick(RunListEvent* ev)
|
|||
InitSpiritHead();
|
||||
|
||||
PlayerList[nPlayer].nDestVertPan = nullAngle;
|
||||
PlayerList[nPlayer].Angles.setPitch(currentLevel->ex_ramses_horiz);
|
||||
pPlayerActor->spr.Angles.Pitch = currentLevel->ex_ramses_horiz;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -2616,7 +2613,7 @@ sectdone:
|
|||
{
|
||||
if (PlayerList[nPlayer].pActor->spr.Angles.Pitch.Sgn() > 0)
|
||||
{
|
||||
PlayerList[nPlayer].Angles.setPitch(nullAngle);
|
||||
pPlayerActor->spr.Angles.Pitch = nullAngle;
|
||||
pPlayerActor->viewzoffset -= dVertPan[nPlayer];
|
||||
}
|
||||
else
|
||||
|
@ -2625,7 +2622,7 @@ sectdone:
|
|||
|
||||
if (PlayerList[nPlayer].pActor->spr.Angles.Pitch.Degrees() <= 38)
|
||||
{
|
||||
PlayerList[nPlayer].Angles.setPitch(DAngle::fromDeg(-37.72));
|
||||
PlayerList[nPlayer].pActor->spr.Angles.Pitch = DAngle::fromDeg(-37.72);
|
||||
}
|
||||
else if (PlayerList[nPlayer].pActor->spr.Angles.Pitch.Sgn() >= 0)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue