diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index d4f0314c8..c87807c4e 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1896,11 +1896,6 @@ struct PLAYER return actor->spr.pos.XY(); } - void posZadd(const double val) - { - actor->spr.pos.Z += val; - } - void posSet(const DVector3& val) { actor->spr.pos = val.plusZ(-actor->viewzoffset); diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 20f5b47bc..ff64a0e9d 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -2939,7 +2939,7 @@ void DoPlayerJump(PLAYER* pp) } // adjust height by jump speed - pp->posZadd(pp->jump_speed * JUMP_FACTOR); + pp->actor->spr.pos.Z += pp->jump_speed * JUMP_FACTOR; // if player gets to close the ceiling while jumping if (pp->aboveCeilZ(pp->hiz + 4)) @@ -3008,7 +3008,7 @@ void DoPlayerForceJump(PLAYER* pp) } // adjust height by jump speed - pp->posZadd(pp->jump_speed * JUMP_FACTOR); + pp->actor->spr.pos.Z += pp->jump_speed * JUMP_FACTOR; // if player gets to close the ceiling while jumping if (pp->aboveCeilZ(pp->hiz + 4)) @@ -3105,7 +3105,7 @@ void DoPlayerFall(PLAYER* pp) pp->jump_speed = 4100; // adjust player height by jump speed - pp->posZadd(pp->jump_speed * JUMP_FACTOR); + pp->actor->spr.pos.Z += pp->jump_speed * JUMP_FACTOR; if (pp->jump_speed > 2000) { @@ -3165,7 +3165,7 @@ void DoPlayerFall(PLAYER* pp) // this was causing the z to snap immediately // changed it so it stays gradual - pp->posZadd(recoil_amnt); + pp->actor->spr.pos.Z += recoil_amnt; DoPlayerHeight(pp); } @@ -3334,7 +3334,7 @@ void DoPlayerClimb(PLAYER* pp) // moving UP if (climbVel > 0) { - pp->posZadd(-climbVel); + plActor->spr.pos.Z -= climbVel; pp->climb_ndx &= 1023; // if player gets to close the ceiling while climbing @@ -3366,7 +3366,7 @@ void DoPlayerClimb(PLAYER* pp) // move DOWN if (climbVel < 0) { - pp->posZadd(-climbVel); + plActor->spr.pos.Z -= climbVel; pp->climb_ndx &= 1023; // if you are touching the floor @@ -3700,7 +3700,7 @@ void DoPlayerFly(PLAYER* pp) pp->z_speed *= FixedToFloat(58000); - pp->posZadd(pp->z_speed); + pp->actor->spr.pos.Z += pp->z_speed; // Make the min distance from the ceiling/floor match bobbing amount // so the player never goes into the ceiling/floor @@ -3892,7 +3892,7 @@ int PlayerCanDive(PLAYER* pp) { if (PlayerInDiveArea(pp)) { - pp->posZadd(20); + pp->actor->spr.pos.Z += 20; pp->z_speed = 20; pp->jump_speed = 0; @@ -4259,7 +4259,7 @@ void DoPlayerWarpToSurface(PLAYER* pp) DoPlayerZrange(pp); DoPlayerSetWadeDepth(pp); - pp->posZadd(-pp->WadeDepth); + plActor->spr.pos.Z -= pp->WadeDepth; pp->posprevSet(pp->posGet()); @@ -4585,7 +4585,7 @@ void DoPlayerDive(PLAYER* pp) if (abs(pp->z_speed) < 1./16) pp->z_speed = 0; - pp->posZadd(pp->z_speed); + plActor->spr.pos.Z += pp->z_speed; if (pp->z_speed < 0 && FAF_ConnectArea(pp->cursector)) { @@ -5479,7 +5479,7 @@ void DoPlayerDeathJump(PLAYER* pp) } // adjust height by jump speed - pp->posZadd(pp->jump_speed * JUMP_FACTOR); + pp->actor->spr.pos.Z += pp->jump_speed * JUMP_FACTOR; // if player gets to close the ceiling while jumping //if (pp->posz < pp->hiz + Z(4)) @@ -5513,7 +5513,7 @@ void DoPlayerDeathFall(PLAYER* pp) pp->jump_speed += PLAYER_DEATH_GRAV; // adjust player height by jump speed - pp->posZadd(pp->jump_speed * JUMP_FACTOR); + pp->actor->spr.pos.Z += pp->jump_speed * JUMP_FACTOR; if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_SINK)) { @@ -6272,7 +6272,7 @@ void DoPlayerDeathDrown(PLAYER* pp) if ((pp->Flags & PF_FALLING)) { - pp->posZadd(2); + actor->spr.pos.Z += 2; // Stick like glue when you hit the ground if (pp->belowFloorZ(pp->loz, PLAYER_DEATH_HEIGHTF))