From fcf18c8c63bb0d4420a507e870cfbe370effe2e5 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Thu, 30 Dec 2021 17:03:12 +1100 Subject: [PATCH] - SW: Replace `USER` `sx` with `pos.X` calls. --- source/games/sw/src/game.h | 3 ++- source/games/sw/src/player.cpp | 18 +++++++++--------- source/games/sw/src/save.cpp | 2 +- source/games/sw/src/track.cpp | 4 ++-- source/games/sw/src/wallmove.cpp | 2 +- source/games/sw/src/weapon.cpp | 22 +++++++++++----------- 6 files changed, 26 insertions(+), 25 deletions(-) diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index f9bd38c2b..3ac6da37f 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1056,7 +1056,8 @@ struct USER int16_t wait_active_check; // for enemy checking of player int16_t inactive_time; // length of time actor has been unaware of his tgt - int sx,sy,sz; + vec3_t pos; + int sy,sz; int16_t sang; uint8_t spal; // save off default palette number diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index c1b53d476..980b54a4c 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -3195,15 +3195,15 @@ void DoPlayerClimb(PLAYERp pp) } // sprite - if (plActor->spr.pos.X != plActor->user.sx) + if (plActor->spr.pos.X != plActor->user.pos.X) { - if (plActor->spr.pos.X < plActor->user.sx) + if (plActor->spr.pos.X < plActor->user.pos.X) plActor->spr.pos.X += ADJ_AMT; - else if (plActor->spr.pos.X > plActor->user.sx) + else if (plActor->spr.pos.X > plActor->user.pos.X) plActor->spr.pos.X -= ADJ_AMT; - if (labs(plActor->spr.pos.X - plActor->user.sx) <= ADJ_AMT) - plActor->spr.pos.X = plActor->user.sx; + if (labs(plActor->spr.pos.X - plActor->user.pos.X) <= ADJ_AMT) + plActor->spr.pos.X = plActor->user.pos.X; } if (plActor->spr.pos.Y != plActor->user.sy) @@ -4031,11 +4031,11 @@ void DoPlayerWarpToUnderwater(PLAYERp pp) PRODUCTION_ASSERT(Found == true); // get the offset from the sprite - plActor->user.sx = over_act->spr.pos.X - pp->pos.X; + plActor->user.pos.X = over_act->spr.pos.X - pp->pos.X; plActor->user.sy = over_act->spr.pos.Y - pp->pos.Y; // update to the new x y position - pp->pos.X = under_act->spr.pos.X - plActor->user.sx; + pp->pos.X = under_act->spr.pos.X - plActor->user.pos.X; pp->pos.Y = under_act->spr.pos.Y - plActor->user.sy; auto over = over_act->spr.sector(); @@ -4101,11 +4101,11 @@ void DoPlayerWarpToSurface(PLAYERp pp) PRODUCTION_ASSERT(Found == true); // get the offset from the under sprite - plActor->user.sx = under_act->spr.pos.X - pp->pos.X; + plActor->user.pos.X = under_act->spr.pos.X - pp->pos.X; plActor->user.sy = under_act->spr.pos.Y - pp->pos.Y; // update to the new x y position - pp->pos.X = over_act->spr.pos.X - plActor->user.sx; + pp->pos.X = over_act->spr.pos.X - plActor->user.pos.X; pp->pos.Y = over_act->spr.pos.Y - plActor->user.sy; auto over = over_act->spr.sector(); diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index 8792e058d..56c738a09 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -838,7 +838,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def ("motion_blur_num", w.motion_blur_num, def->motion_blur_num) ("wait_active_check", w.wait_active_check, def->wait_active_check) ("inactive_time", w.inactive_time, def->inactive_time) - ("sx", w.sx, def->sx) + ("sx", w.pos.X, def->pos.X) ("sy", w.sy, def->sy) ("sz", w.sz, def->sz) ("sang", w.sang, def->sang) diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 3ae8b14b0..84ec49f9f 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -881,7 +881,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop) } - itActor->user.sx = sop->xmid - itActor->spr.pos.X; + itActor->user.pos.X = sop->xmid - itActor->spr.pos.X; itActor->user.sy = sop->ymid - itActor->spr.pos.Y; itActor->user.sz = sop->mid_sector->floorz - itActor->spr.pos.Z; @@ -1701,7 +1701,7 @@ PlayerPart: } } - actor->spr.pos.X = sop->xmid - actor->user.sx; + actor->spr.pos.X = sop->xmid - actor->user.pos.X; actor->spr.pos.Y = sop->ymid - actor->user.sy; // sprites z update diff --git a/source/games/sw/src/wallmove.cpp b/source/games/sw/src/wallmove.cpp index 74ddc8dca..92237828e 100644 --- a/source/games/sw/src/wallmove.cpp +++ b/source/games/sw/src/wallmove.cpp @@ -142,7 +142,7 @@ int DoWallMove(DSWActor* actor) if (SOsprite) { // move the sprite offset from center - actor->user.sx -= nx; + actor->user.pos.X -= nx; actor->user.sy -= ny; } else diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index bf51d1235..c8d3275ce 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -3703,7 +3703,7 @@ AutoShrap: case Vomit1: shrap_bounce = false; actor->spr.pos.Z -= Z(4); - shrap_xsize = actor->user.sx = 12 + (RANDOM_P2(32<<8)>>8); + shrap_xsize = actor->user.pos.X = 12 + (RANDOM_P2(32<<8)>>8); shrap_ysize = actor->user.sy = 12 + (RANDOM_P2(32<<8)>>8); actor->user.Counter = (RANDOM_P2(2048<<5)>>5); @@ -3719,7 +3719,7 @@ AutoShrap: shrap_bounce = false; actor->spr.pos.Z -= Z(4); //actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024); - shrap_xsize = actor->user.sx = 5 + (RANDOM_P2(4<<8)>>8); + shrap_xsize = actor->user.pos.X = 5 + (RANDOM_P2(4<<8)>>8); shrap_ysize = actor->user.sy = 5 + (RANDOM_P2(4<<8)>>8); break; } @@ -3773,7 +3773,7 @@ void DoShrapMove(DSWActor* actor) int DoVomit(DSWActor* actor) { actor->user.Counter = NORM_ANGLE(actor->user.Counter + (30*MISSILEMOVETICS)); - actor->spr.xrepeat = actor->user.sx + MulScale(12, bcos(actor->user.Counter), 14); + actor->spr.xrepeat = actor->user.pos.X + MulScale(12, bcos(actor->user.Counter), 14); actor->spr.yrepeat = actor->user.sy + MulScale(12, bsin(actor->user.Counter), 14); if (actor->user.Flags & (SPR_JUMPING)) { @@ -3794,7 +3794,7 @@ int DoVomit(DSWActor* actor) MissileWaterAdjust(actor); actor->spr.pos.Z = actor->user.loz; actor->user.WaitTics = 60; - actor->user.sx = actor->spr.xrepeat; + actor->user.pos.X = actor->spr.xrepeat; actor->user.sy = actor->spr.yrepeat; return 0; } @@ -10208,7 +10208,7 @@ void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop) actor->user.Flags |= (SPR_ON_SO_SECTOR|SPR_SO_ATTACHED); - actor->user.sx = sop->xmid - actor->spr.pos.X; + actor->user.pos.X = sop->xmid - actor->spr.pos.X; actor->user.sy = sop->ymid - actor->spr.pos.Y; actor->user.sz = sop->mid_sector->floorz - actor->spr.pos.Z; @@ -10270,7 +10270,7 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop, expActor->spr.backupz(); } - expActor->user.sx = actor->user.sx; + expActor->user.pos.X = actor->user.pos.X; expActor->user.sy = actor->user.sy; expActor->user.sz = actor->user.sz; } @@ -17188,7 +17188,7 @@ DSWActor* SpawnBubble(DSWActor* actor) actorNew->spr.xrepeat = 8 + (RANDOM_P2(8 << 8) >> 8); actorNew->spr.yrepeat = actorNew->spr.xrepeat; - actorNew->user.sx = actorNew->spr.xrepeat; + actorNew->user.pos.X = actorNew->spr.xrepeat; actorNew->user.sy = actorNew->spr.yrepeat; actorNew->user.ceiling_dist = Z(1); actorNew->user.floor_dist = Z(1); @@ -17284,16 +17284,16 @@ int DoBubble(DSWActor* actor) if (actor->spr.zvel > 768) actor->spr.zvel = 768; - actor->user.sx += 1; + actor->user.pos.X += 1; actor->user.sy += 1; - if (actor->user.sx > 32) + if (actor->user.pos.X > 32) { - actor->user.sx = 32; + actor->user.pos.X = 32; actor->user.sy = 32; } - actor->spr.xrepeat = actor->user.sx + (RANDOM_P2(8 << 8) >> 8) - 4; + actor->spr.xrepeat = actor->user.pos.X + (RANDOM_P2(8 << 8) >> 8) - 4; actor->spr.yrepeat = actor->user.sy + (RANDOM_P2(8 << 8) >> 8) - 4; if (actor->spr.pos.Z < actor->spr.sector()->ceilingz)