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https://github.com/DrBeef/Raze.git
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- SW: Replace USER
sx
with pos.X
calls.
This commit is contained in:
parent
620f0fa7b8
commit
fcf18c8c63
6 changed files with 26 additions and 25 deletions
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@ -1056,7 +1056,8 @@ struct USER
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int16_t wait_active_check; // for enemy checking of player
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int16_t inactive_time; // length of time actor has been unaware of his tgt
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int sx,sy,sz;
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vec3_t pos;
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int sy,sz;
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int16_t sang;
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uint8_t spal; // save off default palette number
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@ -3195,15 +3195,15 @@ void DoPlayerClimb(PLAYERp pp)
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}
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// sprite
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if (plActor->spr.pos.X != plActor->user.sx)
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if (plActor->spr.pos.X != plActor->user.pos.X)
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{
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if (plActor->spr.pos.X < plActor->user.sx)
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if (plActor->spr.pos.X < plActor->user.pos.X)
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plActor->spr.pos.X += ADJ_AMT;
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else if (plActor->spr.pos.X > plActor->user.sx)
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else if (plActor->spr.pos.X > plActor->user.pos.X)
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plActor->spr.pos.X -= ADJ_AMT;
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if (labs(plActor->spr.pos.X - plActor->user.sx) <= ADJ_AMT)
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plActor->spr.pos.X = plActor->user.sx;
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if (labs(plActor->spr.pos.X - plActor->user.pos.X) <= ADJ_AMT)
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plActor->spr.pos.X = plActor->user.pos.X;
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}
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if (plActor->spr.pos.Y != plActor->user.sy)
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@ -4031,11 +4031,11 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
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PRODUCTION_ASSERT(Found == true);
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// get the offset from the sprite
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plActor->user.sx = over_act->spr.pos.X - pp->pos.X;
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plActor->user.pos.X = over_act->spr.pos.X - pp->pos.X;
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plActor->user.sy = over_act->spr.pos.Y - pp->pos.Y;
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// update to the new x y position
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pp->pos.X = under_act->spr.pos.X - plActor->user.sx;
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pp->pos.X = under_act->spr.pos.X - plActor->user.pos.X;
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pp->pos.Y = under_act->spr.pos.Y - plActor->user.sy;
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auto over = over_act->spr.sector();
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@ -4101,11 +4101,11 @@ void DoPlayerWarpToSurface(PLAYERp pp)
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PRODUCTION_ASSERT(Found == true);
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// get the offset from the under sprite
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plActor->user.sx = under_act->spr.pos.X - pp->pos.X;
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plActor->user.pos.X = under_act->spr.pos.X - pp->pos.X;
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plActor->user.sy = under_act->spr.pos.Y - pp->pos.Y;
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// update to the new x y position
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pp->pos.X = over_act->spr.pos.X - plActor->user.sx;
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pp->pos.X = over_act->spr.pos.X - plActor->user.pos.X;
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pp->pos.Y = over_act->spr.pos.Y - plActor->user.sy;
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auto over = over_act->spr.sector();
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@ -838,7 +838,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
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("motion_blur_num", w.motion_blur_num, def->motion_blur_num)
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("wait_active_check", w.wait_active_check, def->wait_active_check)
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("inactive_time", w.inactive_time, def->inactive_time)
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("sx", w.sx, def->sx)
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("sx", w.pos.X, def->pos.X)
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("sy", w.sy, def->sy)
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("sz", w.sz, def->sz)
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("sang", w.sang, def->sang)
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@ -881,7 +881,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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}
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itActor->user.sx = sop->xmid - itActor->spr.pos.X;
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itActor->user.pos.X = sop->xmid - itActor->spr.pos.X;
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itActor->user.sy = sop->ymid - itActor->spr.pos.Y;
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itActor->user.sz = sop->mid_sector->floorz - itActor->spr.pos.Z;
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@ -1701,7 +1701,7 @@ PlayerPart:
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}
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}
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actor->spr.pos.X = sop->xmid - actor->user.sx;
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actor->spr.pos.X = sop->xmid - actor->user.pos.X;
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actor->spr.pos.Y = sop->ymid - actor->user.sy;
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// sprites z update
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@ -142,7 +142,7 @@ int DoWallMove(DSWActor* actor)
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if (SOsprite)
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{
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// move the sprite offset from center
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actor->user.sx -= nx;
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actor->user.pos.X -= nx;
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actor->user.sy -= ny;
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}
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else
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@ -3703,7 +3703,7 @@ AutoShrap:
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case Vomit1:
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shrap_bounce = false;
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actor->spr.pos.Z -= Z(4);
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shrap_xsize = actor->user.sx = 12 + (RANDOM_P2(32<<8)>>8);
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shrap_xsize = actor->user.pos.X = 12 + (RANDOM_P2(32<<8)>>8);
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shrap_ysize = actor->user.sy = 12 + (RANDOM_P2(32<<8)>>8);
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actor->user.Counter = (RANDOM_P2(2048<<5)>>5);
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@ -3719,7 +3719,7 @@ AutoShrap:
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shrap_bounce = false;
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actor->spr.pos.Z -= Z(4);
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//actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024);
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shrap_xsize = actor->user.sx = 5 + (RANDOM_P2(4<<8)>>8);
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shrap_xsize = actor->user.pos.X = 5 + (RANDOM_P2(4<<8)>>8);
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shrap_ysize = actor->user.sy = 5 + (RANDOM_P2(4<<8)>>8);
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break;
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}
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@ -3773,7 +3773,7 @@ void DoShrapMove(DSWActor* actor)
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int DoVomit(DSWActor* actor)
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{
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actor->user.Counter = NORM_ANGLE(actor->user.Counter + (30*MISSILEMOVETICS));
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actor->spr.xrepeat = actor->user.sx + MulScale(12, bcos(actor->user.Counter), 14);
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actor->spr.xrepeat = actor->user.pos.X + MulScale(12, bcos(actor->user.Counter), 14);
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actor->spr.yrepeat = actor->user.sy + MulScale(12, bsin(actor->user.Counter), 14);
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if (actor->user.Flags & (SPR_JUMPING))
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{
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@ -3794,7 +3794,7 @@ int DoVomit(DSWActor* actor)
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MissileWaterAdjust(actor);
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actor->spr.pos.Z = actor->user.loz;
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actor->user.WaitTics = 60;
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actor->user.sx = actor->spr.xrepeat;
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actor->user.pos.X = actor->spr.xrepeat;
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actor->user.sy = actor->spr.yrepeat;
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return 0;
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}
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@ -10208,7 +10208,7 @@ void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop)
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actor->user.Flags |= (SPR_ON_SO_SECTOR|SPR_SO_ATTACHED);
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actor->user.sx = sop->xmid - actor->spr.pos.X;
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actor->user.pos.X = sop->xmid - actor->spr.pos.X;
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actor->user.sy = sop->ymid - actor->spr.pos.Y;
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actor->user.sz = sop->mid_sector->floorz - actor->spr.pos.Z;
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@ -10270,7 +10270,7 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop,
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expActor->spr.backupz();
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}
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expActor->user.sx = actor->user.sx;
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expActor->user.pos.X = actor->user.pos.X;
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expActor->user.sy = actor->user.sy;
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expActor->user.sz = actor->user.sz;
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}
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@ -17188,7 +17188,7 @@ DSWActor* SpawnBubble(DSWActor* actor)
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actorNew->spr.xrepeat = 8 + (RANDOM_P2(8 << 8) >> 8);
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actorNew->spr.yrepeat = actorNew->spr.xrepeat;
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actorNew->user.sx = actorNew->spr.xrepeat;
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actorNew->user.pos.X = actorNew->spr.xrepeat;
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actorNew->user.sy = actorNew->spr.yrepeat;
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actorNew->user.ceiling_dist = Z(1);
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actorNew->user.floor_dist = Z(1);
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@ -17284,16 +17284,16 @@ int DoBubble(DSWActor* actor)
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if (actor->spr.zvel > 768)
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actor->spr.zvel = 768;
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actor->user.sx += 1;
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actor->user.pos.X += 1;
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actor->user.sy += 1;
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if (actor->user.sx > 32)
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if (actor->user.pos.X > 32)
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{
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actor->user.sx = 32;
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actor->user.pos.X = 32;
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actor->user.sy = 32;
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}
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actor->spr.xrepeat = actor->user.sx + (RANDOM_P2(8 << 8) >> 8) - 4;
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actor->spr.xrepeat = actor->user.pos.X + (RANDOM_P2(8 << 8) >> 8) - 4;
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actor->spr.yrepeat = actor->user.sy + (RANDOM_P2(8 << 8) >> 8) - 4;
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if (actor->spr.pos.Z < actor->spr.sector()->ceilingz)
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