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- SW: Remove PLAYER::posZadd()
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parent
3b961ccae9
commit
ff75fa513a
2 changed files with 13 additions and 18 deletions
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@ -1896,11 +1896,6 @@ struct PLAYER
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return actor->spr.pos.XY();
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}
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void posZadd(const double val)
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{
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actor->spr.pos.Z += val;
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}
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void posSet(const DVector3& val)
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{
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actor->spr.pos = val.plusZ(-actor->viewzoffset);
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@ -2939,7 +2939,7 @@ void DoPlayerJump(PLAYER* pp)
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}
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// adjust height by jump speed
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pp->posZadd(pp->jump_speed * JUMP_FACTOR);
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pp->actor->spr.pos.Z += pp->jump_speed * JUMP_FACTOR;
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// if player gets to close the ceiling while jumping
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if (pp->aboveCeilZ(pp->hiz + 4))
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@ -3008,7 +3008,7 @@ void DoPlayerForceJump(PLAYER* pp)
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}
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// adjust height by jump speed
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pp->posZadd(pp->jump_speed * JUMP_FACTOR);
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pp->actor->spr.pos.Z += pp->jump_speed * JUMP_FACTOR;
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// if player gets to close the ceiling while jumping
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if (pp->aboveCeilZ(pp->hiz + 4))
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@ -3105,7 +3105,7 @@ void DoPlayerFall(PLAYER* pp)
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pp->jump_speed = 4100;
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// adjust player height by jump speed
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pp->posZadd(pp->jump_speed * JUMP_FACTOR);
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pp->actor->spr.pos.Z += pp->jump_speed * JUMP_FACTOR;
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if (pp->jump_speed > 2000)
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{
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@ -3165,7 +3165,7 @@ void DoPlayerFall(PLAYER* pp)
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// this was causing the z to snap immediately
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// changed it so it stays gradual
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pp->posZadd(recoil_amnt);
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pp->actor->spr.pos.Z += recoil_amnt;
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DoPlayerHeight(pp);
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}
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@ -3334,7 +3334,7 @@ void DoPlayerClimb(PLAYER* pp)
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// moving UP
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if (climbVel > 0)
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{
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pp->posZadd(-climbVel);
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plActor->spr.pos.Z -= climbVel;
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pp->climb_ndx &= 1023;
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// if player gets to close the ceiling while climbing
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@ -3366,7 +3366,7 @@ void DoPlayerClimb(PLAYER* pp)
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// move DOWN
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if (climbVel < 0)
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{
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pp->posZadd(-climbVel);
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plActor->spr.pos.Z -= climbVel;
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pp->climb_ndx &= 1023;
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// if you are touching the floor
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@ -3700,7 +3700,7 @@ void DoPlayerFly(PLAYER* pp)
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pp->z_speed *= FixedToFloat(58000);
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pp->posZadd(pp->z_speed);
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pp->actor->spr.pos.Z += pp->z_speed;
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// Make the min distance from the ceiling/floor match bobbing amount
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// so the player never goes into the ceiling/floor
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@ -3892,7 +3892,7 @@ int PlayerCanDive(PLAYER* pp)
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{
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if (PlayerInDiveArea(pp))
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{
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pp->posZadd(20);
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pp->actor->spr.pos.Z += 20;
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pp->z_speed = 20;
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pp->jump_speed = 0;
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@ -4259,7 +4259,7 @@ void DoPlayerWarpToSurface(PLAYER* pp)
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DoPlayerZrange(pp);
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DoPlayerSetWadeDepth(pp);
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pp->posZadd(-pp->WadeDepth);
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plActor->spr.pos.Z -= pp->WadeDepth;
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pp->posprevSet(pp->posGet());
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@ -4585,7 +4585,7 @@ void DoPlayerDive(PLAYER* pp)
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if (abs(pp->z_speed) < 1./16)
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pp->z_speed = 0;
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pp->posZadd(pp->z_speed);
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plActor->spr.pos.Z += pp->z_speed;
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if (pp->z_speed < 0 && FAF_ConnectArea(pp->cursector))
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{
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@ -5479,7 +5479,7 @@ void DoPlayerDeathJump(PLAYER* pp)
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}
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// adjust height by jump speed
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pp->posZadd(pp->jump_speed * JUMP_FACTOR);
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pp->actor->spr.pos.Z += pp->jump_speed * JUMP_FACTOR;
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// if player gets to close the ceiling while jumping
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//if (pp->posz < pp->hiz + Z(4))
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@ -5513,7 +5513,7 @@ void DoPlayerDeathFall(PLAYER* pp)
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pp->jump_speed += PLAYER_DEATH_GRAV;
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// adjust player height by jump speed
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pp->posZadd(pp->jump_speed * JUMP_FACTOR);
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pp->actor->spr.pos.Z += pp->jump_speed * JUMP_FACTOR;
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if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_SINK))
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{
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@ -6272,7 +6272,7 @@ void DoPlayerDeathDrown(PLAYER* pp)
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if ((pp->Flags & PF_FALLING))
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{
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pp->posZadd(2);
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actor->spr.pos.Z += 2;
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// Stick like glue when you hit the ground
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if (pp->belowFloorZ(pp->loz, PLAYER_DEATH_HEIGHTF))
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