From 2e588c20996766396b59030a8703b5e19b371367 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Thu, 10 Mar 2016 10:33:19 -0600 Subject: [PATCH 1/6] Add missing SEMICOLON to declarator_no_fun --- src/zscript/zcc-parse.lemon | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/zscript/zcc-parse.lemon b/src/zscript/zcc-parse.lemon index 1e574299f..3d0e40121 100644 --- a/src/zscript/zcc-parse.lemon +++ b/src/zscript/zcc-parse.lemon @@ -671,7 +671,7 @@ declarator(X) ::= decl_flags(A) type_list_or_void(B) variables_or_function(C). X = NULL; } } -declarator_no_fun(X) ::= decl_flags(A) type(B) variable_list(C). +declarator_no_fun(X) ::= decl_flags(A) type(B) variable_list(C) SEMICOLON. { NEW_AST_NODE(VarDeclarator, decl, A.SourceLoc ? A.SourceLoc : B->SourceLoc); decl->Type = B; From f8ebfb541e4f56ca978ed1f22152fc3dad601c71 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Thu, 10 Mar 2016 20:44:53 +0100 Subject: [PATCH 2/6] - use typedefs for TVector etc. (Better have this out of the way before messing around with this stuff...) --- src/actor.h | 4 ++-- src/b_func.cpp | 2 +- src/g_shared/a_camera.cpp | 2 +- src/g_strife/a_loremaster.cpp | 2 +- src/p_acs.cpp | 2 +- src/p_buildmap.cpp | 6 +++--- src/p_effect.cpp | 26 +++++++++++++------------- src/p_effect.h | 2 +- src/p_enemy.cpp | 4 ++-- src/p_glnodes.cpp | 4 ++-- src/p_map.cpp | 2 +- src/p_mobj.cpp | 14 +++++++------- src/p_slopes.cpp | 14 +++++++------- src/p_teleport.cpp | 2 +- src/p_things.cpp | 10 +++++----- src/p_udmf.cpp | 4 ++-- src/p_user.cpp | 8 ++++---- src/po_man.cpp | 2 +- src/r_things.cpp | 4 ++-- src/r_utility.cpp | 4 ++-- src/thingdef/thingdef_codeptr.cpp | 14 +++++++------- src/v_draw.cpp | 2 +- src/vectors.h | 5 +++++ 23 files changed, 72 insertions(+), 67 deletions(-) diff --git a/src/actor.h b/src/actor.h index d91299ce3..e8e0c5351 100644 --- a/src/actor.h +++ b/src/actor.h @@ -851,14 +851,14 @@ public: fixed_t Distance2D(AActor *other, bool absolute = false) { fixedvec3 otherpos = absolute ? other->Pos() : other->PosRelative(this); - return xs_RoundToInt(TVector2(X() - otherpos.x, Y() - otherpos.y).Length()); + return xs_RoundToInt(DVector2(X() - otherpos.x, Y() - otherpos.y).Length()); } // a full 3D version of the above fixed_t Distance3D(AActor *other, bool absolute = false) { fixedvec3 otherpos = absolute ? other->Pos() : other->PosRelative(this); - return xs_RoundToInt(TVector3(X() - otherpos.x, Y() - otherpos.y, Z() - otherpos.z).Length()); + return xs_RoundToInt(DVector3(X() - otherpos.x, Y() - otherpos.y, Z() - otherpos.z).Length()); } angle_t AngleTo(AActor *other, bool absolute = false) diff --git a/src/b_func.cpp b/src/b_func.cpp index 76be764f1..c55e689be 100644 --- a/src/b_func.cpp +++ b/src/b_func.cpp @@ -470,7 +470,7 @@ fixed_t FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd) float speed = (float)th->Speed; fixedvec3 fixvel = source->Vec3To(dest); - TVector3 velocity(fixvel.x, fixvel.y, fixvel.z); + DVector3 velocity(fixvel.x, fixvel.y, fixvel.z); velocity.MakeUnit(); th->velx = FLOAT2FIXED(velocity[0] * speed); th->vely = FLOAT2FIXED(velocity[1] * speed); diff --git a/src/g_shared/a_camera.cpp b/src/g_shared/a_camera.cpp index deed7911a..7febf80d1 100644 --- a/src/g_shared/a_camera.cpp +++ b/src/g_shared/a_camera.cpp @@ -177,7 +177,7 @@ void AAimingCamera::Tick () if (MaxPitchChange) { // Aim camera's pitch; use floats for precision fixedvec2 fv3 = tracer->Vec2To(this); - TVector2 vect(fv3.x, fv3.y); + DVector2 vect(fv3.x, fv3.y); double dz = Z() - tracer->Z() - tracer->height/2; double dist = vect.Length(); double ang = dist != 0.f ? atan2 (dz, dist) : 0; diff --git a/src/g_strife/a_loremaster.cpp b/src/g_strife/a_loremaster.cpp index d409434a0..dbc916d41 100644 --- a/src/g_strife/a_loremaster.cpp +++ b/src/g_strife/a_loremaster.cpp @@ -25,7 +25,7 @@ int ALoreShot::DoSpecialDamage (AActor *victim, int damage, FName damagetype) if (victim != NULL && target != NULL && !(victim->flags7 & MF7_DONTTHRUST)) { fixedvec3 fixthrust = victim->Vec3To(target); - TVector3 thrust(fixthrust.x, fixthrust.y, fixthrust.z); + DVector3 thrust(fixthrust.x, fixthrust.y, fixthrust.z); thrust.MakeUnit(); thrust *= double((255*50*FRACUNIT) / (victim->Mass ? victim->Mass : 1)); diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 466d8793e..3aefcb46a 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -5341,7 +5341,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args) return FLOAT2FIXED(sqrt(FIXED2DBL(args[0]))); case ACSF_VectorLength: - return FLOAT2FIXED(TVector2(FIXED2DBL(args[0]), FIXED2DBL(args[1])).Length()); + return FLOAT2FIXED(DVector2(FIXED2DBL(args[0]), FIXED2DBL(args[1])).Length()); case ACSF_SetHUDClipRect: ClipRectLeft = argCount > 0 ? args[0] : 0; diff --git a/src/p_buildmap.cpp b/src/p_buildmap.cpp index 345a9160d..3da00fbaf 100644 --- a/src/p_buildmap.cpp +++ b/src/p_buildmap.cpp @@ -804,7 +804,7 @@ static void CreateStartSpot (fixed_t *pos, FMapThing *start) static void CalcPlane (SlopeWork &slope, secplane_t &plane) { - TVector3 pt[3]; + DVector3 pt[3]; long j; slope.x[0] = slope.wal->x; slope.y[0] = slope.wal->y; @@ -823,8 +823,8 @@ static void CalcPlane (SlopeWork &slope, secplane_t &plane) -slope.dy, slope.x[2]-slope.wal->x); slope.z[2] += Scale (slope.heinum, j, slope.i); - pt[0] = TVector3(slope.dx, -slope.dy, 0); - pt[1] = TVector3(slope.x[2] - slope.x[0], slope.y[0] - slope.y[2], (slope.z[2] - slope.z[0]) / 16); + pt[0] = DVector3(slope.dx, -slope.dy, 0); + pt[1] = DVector3(slope.x[2] - slope.x[0], slope.y[0] - slope.y[2], (slope.z[2] - slope.z[0]) / 16); pt[2] = (pt[0] ^ pt[1]).Unit(); if ((pt[2][2] < 0 && plane.c > 0) || (pt[2][2] > 0 && plane.c < 0)) diff --git a/src/p_effect.cpp b/src/p_effect.cpp index ce1b999b8..63355144d 100644 --- a/src/p_effect.cpp +++ b/src/p_effect.cpp @@ -651,12 +651,12 @@ void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, i } } -void P_DrawRailTrail(AActor *source, const TVector3 &start, const TVector3 &end, int color1, int color2, double maxdiff_d, int flags, PClassActor *spawnclass, angle_t angle, int duration, double sparsity, double drift, int SpiralOffset) +void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, int color1, int color2, double maxdiff_d, int flags, PClassActor *spawnclass, angle_t angle, int duration, double sparsity, double drift, int SpiralOffset) { double length, lengthsquared; int steps, i; TAngle deg; - TVector3 step, dir, pos, extend; + DVector3 step, dir, pos, extend; bool fullbright; float maxdiff = (float)maxdiff_d; @@ -681,7 +681,7 @@ void P_DrawRailTrail(AActor *source, const TVector3 &start, const TVecto // The railgun's sound is special. It gets played from the // point on the slug's trail that is closest to the hearing player. AActor *mo = players[consoleplayer].camera; - TVector3 point; + DVector3 point; double r; double dirz; @@ -728,7 +728,7 @@ void P_DrawRailTrail(AActor *source, const TVector3 &start, const TVecto minelem = fabs(dir[i]); } } - TVector3 tempvec(0, 0, 0); + DVector3 tempvec(0, 0, 0); tempvec[epos] = 1; extend = tempvec - (dir | tempvec) * dir; // @@ -739,7 +739,7 @@ void P_DrawRailTrail(AActor *source, const TVector3 &start, const TVecto // Create the outer spiral. if (color1 != -1 && (!r_rail_smartspiral || color2 == -1) && r_rail_spiralsparsity > 0 && (spawnclass == NULL)) { - TVector3 spiral_step = step * r_rail_spiralsparsity * sparsity; + DVector3 spiral_step = step * r_rail_spiralsparsity * sparsity; int spiral_steps = (int)(steps * r_rail_spiralsparsity / sparsity); color1 = color1 == 0 ? -1 : ParticleColor(color1); @@ -748,7 +748,7 @@ void P_DrawRailTrail(AActor *source, const TVector3 &start, const TVecto for (i = spiral_steps; i; i--) { particle_t *p = NewParticle (); - TVector3 tempvec; + DVector3 tempvec; if (!p) return; @@ -761,7 +761,7 @@ void P_DrawRailTrail(AActor *source, const TVector3 &start, const TVecto p->size = 3; p->bright = fullbright; - tempvec = TMatrix3x3(dir, deg) * extend; + tempvec = DMatrix3x3(dir, deg) * extend; p->velx = FLOAT2FIXED(tempvec.X * drift)>>4; p->vely = FLOAT2FIXED(tempvec.Y * drift)>>4; p->velz = FLOAT2FIXED(tempvec.Z * drift)>>4; @@ -795,11 +795,11 @@ void P_DrawRailTrail(AActor *source, const TVector3 &start, const TVecto // Create the inner trail. if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL) { - TVector3 trail_step = step * r_rail_trailsparsity * sparsity; + DVector3 trail_step = step * r_rail_trailsparsity * sparsity; int trail_steps = xs_FloorToInt(steps * r_rail_trailsparsity / sparsity); color2 = color2 == 0 ? -1 : ParticleColor(color2); - TVector3 diff(0, 0, 0); + DVector3 diff(0, 0, 0); pos = start; for (i = trail_steps; i; i--) @@ -822,7 +822,7 @@ void P_DrawRailTrail(AActor *source, const TVector3 &start, const TVecto diff.Z = clamp(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff); } - TVector3 postmp = pos + diff; + DVector3 postmp = pos + diff; p->size = 2; p->x = FLOAT2FIXED(postmp.X); @@ -857,9 +857,9 @@ void P_DrawRailTrail(AActor *source, const TVector3 &start, const TVecto if (sparsity < 1) sparsity = 32; - TVector3 trail_step = (step / 3) * sparsity; + DVector3 trail_step = (step / 3) * sparsity; int trail_steps = (int)((steps * 3) / sparsity); - TVector3 diff(0, 0, 0); + DVector3 diff(0, 0, 0); pos = start; for (i = trail_steps; i; i--) @@ -874,7 +874,7 @@ void P_DrawRailTrail(AActor *source, const TVector3 &start, const TVecto if (rnd & 4) diff.Z = clamp(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff); } - TVector3 postmp = pos + diff; + DVector3 postmp = pos + diff; AActor *thing = Spawn (spawnclass, FLOAT2FIXED(postmp.X), FLOAT2FIXED(postmp.Y), FLOAT2FIXED(postmp.Z), ALLOW_REPLACE); if (thing) diff --git a/src/p_effect.h b/src/p_effect.h index b5a0b3e2f..67ab0024e 100644 --- a/src/p_effect.h +++ b/src/p_effect.h @@ -89,7 +89,7 @@ void P_RunEffects (void); void P_RunEffect (AActor *actor, int effects); -void P_DrawRailTrail(AActor *source, const TVector3 &start, const TVector3 &end, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, angle_t angle = 0, int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270); +void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, angle_t angle = 0, int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270); void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind); void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind); void P_DisconnectEffect (AActor *actor); diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index 2d8d4980c..2c1339921 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -2871,7 +2871,7 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a if (max_pitch <= ANGLE_180) { fixedvec2 pos = self->Vec2To(other); - TVector2 dist(pos.x, pos.y); + DVector2 dist(pos.x, pos.y); // Positioning ala missile spawning, 32 units above foot level fixed_t source_z = self->Z() + 32*FRACUNIT + self->GetBobOffset(); @@ -3007,7 +3007,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail) { // We probably won't hit the target, but aim at it anyway so we don't look stupid. fixedvec2 pos = self->Vec2To(self->target); - TVector2 xydiff(pos.x, pos.y); + DVector2 xydiff(pos.x, pos.y); double zdiff = (self->target->Z() + (self->target->height>>1)) - (self->Z() + (self->height>>1) - self->floorclip); self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI); } diff --git a/src/p_glnodes.cpp b/src/p_glnodes.cpp index 8f2f893b6..ed4b1d345 100644 --- a/src/p_glnodes.cpp +++ b/src/p_glnodes.cpp @@ -140,7 +140,7 @@ static int CheckForMissingSegs() if (seg->sidedef!=NULL) { // check all the segs and calculate the length they occupy on their sidedef - TVector2 vec1(seg->v2->x - seg->v1->x, seg->v2->y - seg->v1->y); + DVector2 vec1(seg->v2->x - seg->v1->x, seg->v2->y - seg->v1->y); added_seglen[seg->sidedef - sides] += float(vec1.Length()); } } @@ -150,7 +150,7 @@ static int CheckForMissingSegs() side_t * side =&sides[i]; line_t * line = side->linedef; - TVector2 lvec(line->dx, line->dy); + DVector2 lvec(line->dx, line->dy); float linelen = float(lvec.Length()); missing += (added_seglen[i] < linelen - FRACUNIT); diff --git a/src/p_map.cpp b/src/p_map.cpp index 0b7d6fc05..f021c3cc6 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -4704,7 +4704,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i { fixed_t vx, vy, vz; angle_t angle, pitch; - TVector3 start, end; + DVector3 start, end; FTraceResults trace; fixed_t shootz; diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index cf084c433..73214763e 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -1728,7 +1728,7 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci AActor *target; fixed_t speed; - speed = !usecurspeed ? actor->Speed : xs_CRoundToInt(TVector3(actor->velx, actor->vely, actor->velz).Length()); + speed = !usecurspeed ? actor->Speed : xs_CRoundToInt(DVector3(actor->velx, actor->vely, actor->velz).Length()); target = actor->tracer; if (target == NULL || !actor->CanSeek(target)) { @@ -1787,7 +1787,7 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))) { // Need to seek vertically fixedvec2 vec = actor->Vec2To(target); - double dist = MAX(1.0, TVector2(vec.x, vec.y).Length()); + double dist = MAX(1.0, DVector2(vec.x, vec.y).Length()); // Aim at a player's eyes and at the middle of the actor for everything else. fixed_t aimheight = target->height/2; if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn))) @@ -2139,7 +2139,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) //dest->x - source->x fixedvec3 vect = mo->Vec3To(origin); vect.z += origin->height / 2; - TVector3 velocity(vect.x, vect.y, vect.z); + DVector3 velocity(vect.x, vect.y, vect.z); velocity.Resize(speed); mo->velx = (fixed_t)(velocity.X); mo->vely = (fixed_t)(velocity.Y); @@ -5828,7 +5828,7 @@ bool P_CheckMissileSpawn (AActor* th, fixed_t maxdist) if (maxdist > 0) { // move a little forward so an angle can be computed if it immediately explodes - TVector3 advance(FIXED2DBL(th->velx), FIXED2DBL(th->vely), FIXED2DBL(th->velz)); + DVector3 advance(FIXED2DBL(th->velx), FIXED2DBL(th->vely), FIXED2DBL(th->velz)); double maxsquared = FIXED2DBL(maxdist); maxsquared *= maxsquared; @@ -5838,7 +5838,7 @@ bool P_CheckMissileSpawn (AActor* th, fixed_t maxdist) { advance *= 0.5f; } - while (TVector2(advance).LengthSquared() >= maxsquared); + while (DVector2(advance).LengthSquared() >= maxsquared); th->SetXYZ( th->X() + FLOAT2FIXED(advance.X), th->Y() + FLOAT2FIXED(advance.Y), @@ -6000,7 +6000,7 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, // Answer: No, because this way, you can set up sets of parallel missiles. fixedvec3 fixvel = source->Vec3To(dest); - TVector3 velocity(fixvel.x, fixvel.y, fixvel.z); + DVector3 velocity(fixvel.x, fixvel.y, fixvel.z); // Floor and ceiling huggers should never have a vertical component to their velocity if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)) { @@ -6288,7 +6288,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, vz = -finesine[pitch>>ANGLETOFINESHIFT]; speed = MissileActor->Speed; - TVector3 vec(vx, vy, vz); + DVector3 vec(vx, vy, vz); if (MissileActor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)) { diff --git a/src/p_slopes.cpp b/src/p_slopes.cpp index 05ff69512..97cf2fb57 100644 --- a/src/p_slopes.cpp +++ b/src/p_slopes.cpp @@ -77,7 +77,7 @@ static void P_SlopeLineToPoint (int lineid, fixed_t x, fixed_t y, fixed_t z, boo plane = &sec->floorplane; } - TVector3 p, v1, v2, cross; + DVector3 p, v1, v2, cross; p[0] = FIXED2DBL (line->v1->x); p[1] = FIXED2DBL (line->v1->y); @@ -189,7 +189,7 @@ void P_SetSlope (secplane_t *plane, bool setCeil, int xyangi, int zangi, } xyang = (angle_t)Scale (xyangi, ANGLE_90, 90 << ANGLETOFINESHIFT); - TVector3 norm; + DVector3 norm; if (ib_compatflags & BCOMPATF_SETSLOPEOVERFLOW) { @@ -228,7 +228,7 @@ void P_VavoomSlope(sector_t * sec, int id, fixed_t x, fixed_t y, fixed_t z, int if (l->args[0]==id) { - TVector3 v1, v2, cross; + DVector3 v1, v2, cross; secplane_t *srcplane = (which == 0) ? &sec->floorplane : &sec->ceilingplane; fixed_t srcheight = (which == 0) ? sec->GetPlaneTexZ(sector_t::floor) : sec->GetPlaneTexZ(sector_t::ceiling); @@ -336,8 +336,8 @@ static void P_SetSlopesFromVertexHeights(FMapThing *firstmt, FMapThing *lastmt, sector_t *sec = §ors[i]; if (sec->linecount != 3) continue; // only works with triangular sectors - TVector3 vt1, vt2, vt3, cross; - TVector3 vec1, vec2; + DVector3 vt1, vt2, vt3, cross; + DVector3 vec1, vec2; int vi1, vi2, vi3; vi1 = int(sec->lines[0]->v1 - vertexes); @@ -376,7 +376,7 @@ static void P_SetSlopesFromVertexHeights(FMapThing *firstmt, FMapThing *lastmt, vec2 = vt2 - vt3; } - TVector3 cross = vec1 ^ vec2; + DVector3 cross = vec1 ^ vec2; double len = cross.Length(); if (len == 0) @@ -521,7 +521,7 @@ static void P_AlignPlane (sector_t *sec, line_t *line, int which) refsec = line->frontsector == sec ? line->backsector : line->frontsector; - TVector3 p, v1, v2, cross; + DVector3 p, v1, v2, cross; secplane_t *srcplane; fixed_t srcheight, destheight; diff --git a/src/p_teleport.cpp b/src/p_teleport.cpp index 0edec94ed..d93d1096a 100644 --- a/src/p_teleport.cpp +++ b/src/p_teleport.cpp @@ -122,7 +122,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, ceilingheight = destsect->ceilingplane.ZatPoint (x, y); if (thing->flags & MF_MISSILE) { // We don't measure z velocity, because it doesn't change. - missilespeed = xs_CRoundToInt(TVector2(thing->velx, thing->vely).Length()); + missilespeed = xs_CRoundToInt(DVector2(thing->velx, thing->vely).Length()); } if (flags & TELF_KEEPHEIGHT) { diff --git a/src/p_things.cpp b/src/p_things.cpp index db5b49cb8..eecf57ebc 100644 --- a/src/p_things.cpp +++ b/src/p_things.cpp @@ -257,7 +257,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam { fixedvec3 vect = mobj->Vec3To(targ); vect.z += targ->height / 2; - TVector3 aim(vect.x, vect.y, vect.z); + DVector3 aim(vect.x, vect.y, vect.z); if (leadTarget && speed > 0 && (targ->velx | targ->vely | targ->velz)) { @@ -268,7 +268,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam // with the math. I don't think I would have thought of using // trig alone had I been left to solve it by myself. - TVector3 tvel(targ->velx, targ->vely, targ->velz); + DVector3 tvel(targ->velx, targ->vely, targ->velz); if (!(targ->flags & MF_NOGRAVITY) && targ->waterlevel < 3) { // If the target is subject to gravity and not underwater, // assume that it isn't moving vertically. Thanks to gravity, @@ -289,14 +289,14 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam // Use the cross product of two of the triangle's sides to get a // rotation vector. - TVector3 rv(tvel ^ aim); + DVector3 rv(tvel ^ aim); // The vector must be normalized. rv.MakeUnit(); // Now combine the rotation vector with angle b to get a rotation matrix. - TMatrix3x3 rm(rv, cos(asin(sinb)), sinb); + DMatrix3x3 rm(rv, cos(asin(sinb)), sinb); // And multiply the original aim vector with the matrix to get a // new aim vector that leads the target. - TVector3 aimvec = rm * aim; + DVector3 aimvec = rm * aim; // And make the projectile follow that vector at the desired speed. double aimscale = fspeed / dist; mobj->velx = fixed_t (aimvec[0] * aimscale); diff --git a/src/p_udmf.cpp b/src/p_udmf.cpp index 2c388e178..778e99adf 100644 --- a/src/p_udmf.cpp +++ b/src/p_udmf.cpp @@ -1607,7 +1607,7 @@ public: } else { - double ulen = TVector3(fp[0], fp[1], fp[2]).Length(); + double ulen = DVector3(fp[0], fp[1], fp[2]).Length(); // normalize the vector, it must have a length of 1 sec->floorplane.a = FLOAT2FIXED(fp[0] / ulen); @@ -1625,7 +1625,7 @@ public: } else { - double ulen = TVector3(cp[0], cp[1], cp[2]).Length(); + double ulen = DVector3(cp[0], cp[1], cp[2]).Length(); // normalize the vector, it must have a length of 1 sec->ceilingplane.a = FLOAT2FIXED(cp[0] / ulen); diff --git a/src/p_user.cpp b/src/p_user.cpp index 996b151ff..73f8febcd 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -2753,13 +2753,13 @@ void P_PredictionLerpReset() bool P_LerpCalculate(PredictPos from, PredictPos to, PredictPos &result, float scale) { - TVector3 vecFrom(FIXED2DBL(from.x), FIXED2DBL(from.y), FIXED2DBL(from.z)); - TVector3 vecTo(FIXED2DBL(to.x), FIXED2DBL(to.y), FIXED2DBL(to.z)); - TVector3 vecResult; + DVector3 vecFrom(FIXED2DBL(from.x), FIXED2DBL(from.y), FIXED2DBL(from.z)); + DVector3 vecTo(FIXED2DBL(to.x), FIXED2DBL(to.y), FIXED2DBL(to.z)); + DVector3 vecResult; vecResult = vecTo - vecFrom; vecResult *= scale; vecResult = vecResult + vecFrom; - TVector3 delta = vecResult - vecTo; + DVector3 delta = vecResult - vecTo; result.x = FLOAT2FIXED(vecResult.X); result.y = FLOAT2FIXED(vecResult.Y); diff --git a/src/po_man.cpp b/src/po_man.cpp index 8a1d349d6..64f1fde61 100644 --- a/src/po_man.cpp +++ b/src/po_man.cpp @@ -577,7 +577,7 @@ bool EV_MovePolyTo(line_t *line, int polyNum, int speed, fixed_t targx, fixed_t { DMovePolyTo *pe = NULL; FPolyObj *poly; - TVector2 dist; + DVector2 dist; double distlen; if ((poly = PO_GetPolyobj(polyNum)) == NULL) diff --git a/src/r_things.cpp b/src/r_things.cpp index a4a81872f..644ca7899 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -1700,8 +1700,8 @@ static bool sv_compare(vissprite_t *a, vissprite_t *b) // the viewpoint. static bool sv_compare2d(vissprite_t *a, vissprite_t *b) { - return TVector2(a->deltax, a->deltay).LengthSquared() < - TVector2(b->deltax, b->deltay).LengthSquared(); + return DVector2(a->deltax, a->deltay).LengthSquared() < + DVector2(b->deltax, b->deltay).LengthSquared(); } #if 0 diff --git a/src/r_utility.cpp b/src/r_utility.cpp index dbe5fadd6..f4bd85a9a 100644 --- a/src/r_utility.cpp +++ b/src/r_utility.cpp @@ -615,7 +615,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi { fixedvec3a &start = i == 0 ? oldpos : InterpolationPath[i - 1]; fixedvec3a &end = InterpolationPath[i]; - pathlen += xs_CRoundToInt(TVector2(end.x - start.x, end.y - start.y).Length()); + pathlen += xs_CRoundToInt(DVector2(end.x - start.x, end.y - start.y).Length()); totalzdiff += start.z; totaladiff += start.angle; } @@ -625,7 +625,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi { fixedvec3a &start = i == 0 ? oldpos : InterpolationPath[i - 1]; fixedvec3a &end = InterpolationPath[i]; - fixed_t fraglen = xs_CRoundToInt(TVector2(end.x - start.x, end.y - start.y).Length()); + fixed_t fraglen = xs_CRoundToInt(DVector2(end.x - start.x, end.y - start.y).Length()); zdiff += start.z; adiff += start.angle; if (fraglen <= interpolatedlen) diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index a807fb7fd..b9ad61e6f 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -316,7 +316,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetDistance) if (checkz) diff.z += (target->height - self->height) / 2; - const double length = TVector3(FIXED2DBL(diff.x), FIXED2DBL(diff.y), (checkz) ? FIXED2DBL(diff.z) : 0).Length(); + const double length = DVector3(FIXED2DBL(diff.x), FIXED2DBL(diff.y), (checkz) ? FIXED2DBL(diff.z) : 0).Length(); ret->SetFloat(length); } return 1; @@ -1260,7 +1260,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile) { if (CMF_OFFSETPITCH & flags) { - TVector2 velocity (missile->velx, missile->vely); + DVector2 velocity (missile->velx, missile->vely); pitch += R_PointToAngle2(0,0, xs_CRoundToInt(velocity.Length()), missile->velz); } ang = pitch >> ANGLETOFINESHIFT; @@ -1269,7 +1269,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile) } else { - TVector2 velocity (missile->velx, missile->vely); + DVector2 velocity (missile->velx, missile->vely); missilespeed = xs_CRoundToInt(velocity.Length()); } @@ -1677,7 +1677,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile) { // This original implementation is to aim straight ahead and then offset // the angle from the resulting direction. - TVector3 velocity(misl->velx, misl->vely, 0); + DVector3 velocity(misl->velx, misl->vely, 0); fixed_t missilespeed = xs_CRoundToInt(velocity.Length()); misl->angle += angle; angle_t an = misl->angle >> ANGLETOFINESHIFT; @@ -1932,7 +1932,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) { // We probably won't hit the target, but aim at it anyway so we don't look stupid. fixedvec2 pos = self->Vec2To(self->target); - TVector2 xydiff(pos.x, pos.y); + DVector2 xydiff(pos.x, pos.y); double zdiff = (self->target->Z() + (self->target->height>>1)) - (self->Z() + (self->height>>1) - self->floorclip); self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI); @@ -5514,7 +5514,7 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo { // check if inside a sphere double distsquared = double(distance) * double(distance); double minsquared = double(mindist) * double(mindist); - double lengthsquared = TVector3(diff.x, diff.y, diff.z).LengthSquared(); + double lengthsquared = DVector3(diff.x, diff.y, diff.z).LengthSquared(); if (lengthsquared > distsquared || (minsquared && (lengthsquared < minsquared))) { return false; @@ -6814,7 +6814,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection) if (!(flags & FMDF_NOPITCH)) { fixed_t current = mobj->pitch; - const TVector2 velocity(mobj->velx, mobj->vely); + const DVector2 velocity(mobj->velx, mobj->vely); const fixed_t pitch = R_PointToAngle2(0, 0, xs_CRoundToInt(velocity.Length()), -mobj->velz); if (pitchlimit > 0) { diff --git a/src/v_draw.cpp b/src/v_draw.cpp index bf3a65cdf..1ccf04044 100644 --- a/src/v_draw.cpp +++ b/src/v_draw.cpp @@ -1279,7 +1279,7 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, ds_x1 = x1; ds_x2 = x2 - 1; - TVector2 tex(x1 - originx, y - originy); + DVector2 tex(x1 - originx, y - originy); if (dorotate) { double t = tex.X; diff --git a/src/vectors.h b/src/vectors.h index 7a1e4e296..87db3461e 100644 --- a/src/vectors.h +++ b/src/vectors.h @@ -1232,4 +1232,9 @@ typedef TRotator FRotator; typedef TMatrix3x3 FMatrix3x3; //typedef TAngle FAngle; +typedef TVector2 DVector2; +typedef TVector3 DVector3; +typedef TRotator DRotator; +typedef TMatrix3x3 DMatrix3x3; + #endif From 346fae82c7d263ac9214add32193b4cd5d92bc50 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 12 Mar 2016 10:54:14 +0100 Subject: [PATCH 3/6] - fixed beta Lost Soul's states. --- wadsrc/static/actors/doom/lostsoul.txt | 1 + 1 file changed, 1 insertion(+) diff --git a/wadsrc/static/actors/doom/lostsoul.txt b/wadsrc/static/actors/doom/lostsoul.txt index 6d4b9392e..bd6212cf2 100644 --- a/wadsrc/static/actors/doom/lostsoul.txt +++ b/wadsrc/static/actors/doom/lostsoul.txt @@ -66,6 +66,7 @@ Actor BetaSkull : LostSoul Pain: SKUL G 4 SKUL H 2 A_Pain + Goto See SKUL I 4 Goto See Death: From c7c2beee2c766d6933e47564a2f1528df31ca39d Mon Sep 17 00:00:00 2001 From: "alexey.lysiuk" Date: Sat, 12 Mar 2016 13:11:46 +0200 Subject: [PATCH 4/6] Fixed A_Blast parameter type and default values Default values for strength and speed parameter are fixed type, not integers Also strength parameter needs to have floating point type --- src/g_hexen/a_blastradius.cpp | 4 ++-- wadsrc/static/actors/actor.txt | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/src/g_hexen/a_blastradius.cpp b/src/g_hexen/a_blastradius.cpp index f7fbee36a..f3bfa8385 100644 --- a/src/g_hexen/a_blastradius.cpp +++ b/src/g_hexen/a_blastradius.cpp @@ -99,9 +99,9 @@ DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast) { PARAM_ACTION_PROLOGUE; PARAM_INT_OPT (blastflags) { blastflags = 0; } - PARAM_INT_OPT (strength) { strength = 255; } + PARAM_FIXED_OPT (strength) { strength = 255*FRACUNIT; } PARAM_FIXED_OPT (radius) { radius = 255*FRACUNIT; } - PARAM_FIXED_OPT (speed) { speed = 20; } + PARAM_FIXED_OPT (speed) { speed = 20*FRACUNIT; } PARAM_CLASS_OPT (blasteffect, AActor) { blasteffect = PClass::FindActor("BlastEffect"); } PARAM_SOUND_OPT (blastsound) { blastsound = "BlastRadius"; } diff --git a/wadsrc/static/actors/actor.txt b/wadsrc/static/actors/actor.txt index b3401e834..aeeaec813 100644 --- a/wadsrc/static/actors/actor.txt +++ b/wadsrc/static/actors/actor.txt @@ -240,7 +240,7 @@ ACTOR Actor native //: Thinker action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true); action native A_CustomComboAttack(class missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true); action native A_Burst(class chunktype); - action native A_Blast(int flags = 0, int strength = 255, float radius = 255, float speed = 20, class blasteffect = "BlastEffect", sound blastsound = "BlastRadius"); + action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class blasteffect = "BlastEffect", sound blastsound = "BlastRadius"); action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0); action native A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class pufftype = "BulletPuff"); action native A_Stop(); From 4116719a5a54c56ed6772efa96df45be85d3243c Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 12 Mar 2016 12:25:45 +0100 Subject: [PATCH 5/6] - fixed: P_CheckSplash shifted the fixed_t distance another 16 bits to the left. --- src/p_mobj.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 73214763e..4b7ea25dc 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -5796,7 +5796,7 @@ void P_CheckSplash(AActor *self, fixed_t distance) { sector_t *floorsec; self->Sector->LowestFloorAt(self, &floorsec); - if (self->Z() <= self->floorz + (distance<floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL) + if (self->Z() <= self->floorz + distance && self->floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL) { // Explosion splashes never alert monsters. This is because A_Explode has // a separate parameter for that so this would get in the way of proper From 651817fad7920b179350472c1522d09911c890c4 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 12 Mar 2016 14:11:43 +0100 Subject: [PATCH 6/6] - made AActor::velx/y/z and player_t::velx/y fixedvec's. (This commit is 95% search & replace with only a few places where velz was used as a local variable changed.) --- src/actor.h | 2 +- src/b_func.cpp | 26 +- src/b_think.cpp | 2 +- src/d_player.h | 4 +- src/fragglescript/t_func.cpp | 12 +- src/g_doom/a_archvile.cpp | 2 +- src/g_doom/a_bossbrain.cpp | 10 +- src/g_doom/a_fatso.cpp | 22 +- src/g_doom/a_lostsoul.cpp | 6 +- src/g_doom/a_painelemental.cpp | 2 +- src/g_doom/a_revenant.cpp | 16 +- src/g_heretic/a_chicken.cpp | 10 +- src/g_heretic/a_dsparil.cpp | 18 +- src/g_heretic/a_hereticimp.cpp | 12 +- src/g_heretic/a_hereticmisc.cpp | 22 +- src/g_heretic/a_hereticweaps.cpp | 98 ++++---- src/g_heretic/a_ironlich.cpp | 24 +- src/g_heretic/a_knight.cpp | 4 +- src/g_heretic/a_wizard.cpp | 4 +- src/g_hexen/a_bats.cpp | 4 +- src/g_hexen/a_bishop.cpp | 6 +- src/g_hexen/a_blastradius.cpp | 14 +- src/g_hexen/a_clericflame.cpp | 18 +- src/g_hexen/a_clericholy.cpp | 12 +- src/g_hexen/a_dragon.cpp | 6 +- src/g_hexen/a_fighterquietus.cpp | 6 +- src/g_hexen/a_firedemon.cpp | 30 +-- src/g_hexen/a_flechette.cpp | 20 +- src/g_hexen/a_flies.cpp | 6 +- src/g_hexen/a_fog.cpp | 4 +- src/g_hexen/a_heresiarch.cpp | 18 +- src/g_hexen/a_hexenspecialdecs.cpp | 30 +-- src/g_hexen/a_iceguy.cpp | 12 +- src/g_hexen/a_korax.cpp | 12 +- src/g_hexen/a_magecone.cpp | 8 +- src/g_hexen/a_magelightning.cpp | 22 +- src/g_hexen/a_pig.cpp | 4 +- src/g_hexen/a_serpent.cpp | 4 +- src/g_hexen/a_summon.cpp | 2 +- src/g_hexen/a_teleportother.cpp | 6 +- src/g_hexen/a_wraith.cpp | 6 +- src/g_level.cpp | 6 +- src/g_raven/a_minotaur.cpp | 24 +- src/g_shared/a_action.cpp | 16 +- src/g_shared/a_artifacts.cpp | 6 +- src/g_shared/a_debris.cpp | 4 +- src/g_shared/a_fastprojectile.cpp | 10 +- src/g_shared/a_morph.cpp | 18 +- src/g_shared/a_quake.cpp | 4 +- src/g_shared/a_randomspawner.cpp | 6 +- src/g_strife/a_alienspectres.cpp | 14 +- src/g_strife/a_crusader.cpp | 4 +- src/g_strife/a_entityboss.cpp | 14 +- src/g_strife/a_inquisitor.cpp | 20 +- src/g_strife/a_loremaster.cpp | 10 +- src/g_strife/a_programmer.cpp | 6 +- src/g_strife/a_sentinel.cpp | 18 +- src/g_strife/a_spectral.cpp | 20 +- src/g_strife/a_strifestuff.cpp | 12 +- src/g_strife/a_strifeweapons.cpp | 36 +-- src/g_strife/a_thingstoblowup.cpp | 6 +- src/m_cheat.cpp | 2 +- src/p_acs.cpp | 6 +- src/p_conversation.cpp | 4 +- src/p_effect.cpp | 82 +++--- src/p_effect.h | 4 +- src/p_enemy.cpp | 28 +-- src/p_interaction.cpp | 14 +- src/p_lnspec.cpp | 30 +-- src/p_local.h | 8 +- src/p_map.cpp | 114 ++++----- src/p_mobj.cpp | 356 +++++++++++++-------------- src/p_spec.cpp | 8 +- src/p_teleport.cpp | 38 +-- src/p_things.cpp | 58 ++--- src/p_user.cpp | 53 ++-- src/po_man.cpp | 4 +- src/s_sound.cpp | 12 +- src/thingdef/thingdef_codeptr.cpp | 104 ++++---- src/thingdef/thingdef_data.cpp | 12 +- src/thingdef/thingdef_properties.cpp | 2 +- 81 files changed, 869 insertions(+), 870 deletions(-) diff --git a/src/actor.h b/src/actor.h index e8e0c5351..76301fb3d 100644 --- a/src/actor.h +++ b/src/actor.h @@ -1000,7 +1000,7 @@ public: FTextureID ceilingpic; // contacted sec ceilingpic fixed_t radius, height; // for movement checking fixed_t projectilepassheight; // height for clipping projectile movement against this actor - fixed_t velx, vely, velz; // velocity + fixedvec3 vel; SDWORD tics; // state tic counter FState *state; VMFunction *Damage; // For missiles and monster railgun diff --git a/src/b_func.cpp b/src/b_func.cpp index c55e689be..70ffadce8 100644 --- a/src/b_func.cpp +++ b/src/b_func.cpp @@ -44,7 +44,7 @@ bool DBot::Reachable (AActor *rtarget) fixed_t estimated_dist = player->mo->AproxDistance(rtarget); bool reachable = true; - FPathTraverse it(player->mo->X()+player->mo->velx, player->mo->Y()+player->mo->vely, rtarget->X(), rtarget->Y(), PT_ADDLINES|PT_ADDTHINGS); + FPathTraverse it(player->mo->X()+player->mo->vel.x, player->mo->Y()+player->mo->vel.y, rtarget->X(), rtarget->Y(), PT_ADDLINES|PT_ADDTHINGS); intercept_t *in; while ((in = it.Next())) { @@ -58,8 +58,8 @@ bool DBot::Reachable (AActor *rtarget) frac = in->frac - FixedDiv (4*FRACUNIT, MAX_TRAVERSE_DIST); dist = FixedMul (frac, MAX_TRAVERSE_DIST); - hitx = it.Trace().x + FixedMul (player->mo->velx, frac); - hity = it.Trace().y + FixedMul (player->mo->vely, frac); + hitx = it.Trace().x + FixedMul (player->mo->vel.x, frac); + hity = it.Trace().y + FixedMul (player->mo->vel.y, frac); if (in->isaline) { @@ -170,7 +170,7 @@ void DBot::Dofire (ticcmd_t *cmd) no_fire = true; //Distance to enemy. - dist = player->mo->AproxDistance(enemy, player->mo->velx - enemy->velx, player->mo->vely - enemy->vely); + dist = player->mo->AproxDistance(enemy, player->mo->vel.x - enemy->vel.x, player->mo->vel.y - enemy->vel.y); //FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go. if (player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON) @@ -223,7 +223,7 @@ void DBot::Dofire (ticcmd_t *cmd) shootmissile: dist = player->mo->AproxDistance (enemy); m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed; - bglobal.SetBodyAt (enemy->X() + enemy->velx*m*2, enemy->Y() + enemy->vely*m*2, enemy->Z(), 1); + bglobal.SetBodyAt (enemy->X() + enemy->vel.x*m*2, enemy->Y() + enemy->vel.y*m*2, enemy->Z(), 1); angle = player->mo->AngleTo(bglobal.body1); if (Check_LOS (enemy, SHOOTFOV)) no_fire = false; @@ -472,16 +472,16 @@ fixed_t FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd) fixedvec3 fixvel = source->Vec3To(dest); DVector3 velocity(fixvel.x, fixvel.y, fixvel.z); velocity.MakeUnit(); - th->velx = FLOAT2FIXED(velocity[0] * speed); - th->vely = FLOAT2FIXED(velocity[1] * speed); - th->velz = FLOAT2FIXED(velocity[2] * speed); + th->vel.x = FLOAT2FIXED(velocity[0] * speed); + th->vel.y = FLOAT2FIXED(velocity[1] * speed); + th->vel.z = FLOAT2FIXED(velocity[2] * speed); fixed_t dist = 0; while (dist < SAFE_SELF_MISDIST) { dist += th->Speed; - th->Move(th->velx, th->vely, th->velz); + th->Move(th->vel.x, th->vel.y, th->vel.z); if (!CleanAhead (th, th->X(), th->Y(), cmd)) break; } @@ -496,8 +496,8 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd) AActor *actor; int m; - bglobal.SetBodyAt (player->mo->X() + FixedMul(player->mo->velx, 5*FRACUNIT), - player->mo->Y() + FixedMul(player->mo->vely, 5*FRACUNIT), + bglobal.SetBodyAt (player->mo->X() + FixedMul(player->mo->vel.x, 5*FRACUNIT), + player->mo->Y() + FixedMul(player->mo->vel.y, 5*FRACUNIT), player->mo->Z() + (player->mo->height / 2), 2); actor = bglobal.body2; @@ -508,8 +508,8 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd) //Predict. m = (((dist+1)/FRACUNIT) / GetDefaultByName("Rocket")->Speed); - bglobal.SetBodyAt (enemy->X() + FixedMul(enemy->velx, (m+2*FRACUNIT)), - enemy->Y() + FixedMul(enemy->vely, (m+2*FRACUNIT)), ONFLOORZ, 1); + bglobal.SetBodyAt (enemy->X() + FixedMul(enemy->vel.x, (m+2*FRACUNIT)), + enemy->Y() + FixedMul(enemy->vel.y, (m+2*FRACUNIT)), ONFLOORZ, 1); //try the predicted location if (P_CheckSight (actor, bglobal.body1, SF_IGNOREVISIBILITY)) //See the predicted location, so give a test missile diff --git a/src/b_think.cpp b/src/b_think.cpp index d8fb6f69d..88c17fd87 100644 --- a/src/b_think.cpp +++ b/src/b_think.cpp @@ -85,7 +85,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd) dist = dest ? player->mo->AproxDistance(dest) : 0; if (missile && - ((!missile->velx || !missile->vely) || !Check_LOS(missile, SHOOTFOV*3/2))) + ((!missile->vel.x || !missile->vel.y) || !Check_LOS(missile, SHOOTFOV*3/2))) { sleft = !sleft; missile = NULL; //Probably ended its travel. diff --git a/src/d_player.h b/src/d_player.h index 5b21e4b72..749736996 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -408,10 +408,10 @@ public: fixed_t bob; // bounded/scaled total velocity // killough 10/98: used for realistic bobbing (i.e. not simply overall speed) - // mo->velx and mo->vely represent true velocity experienced by player. + // mo->vel.x and mo->vel.y represent true velocity experienced by player. // This only represents the thrust that the player applies himself. // This avoids anomalies with such things as Boom ice and conveyors. - fixed_t velx, vely; // killough 10/98 + fixedvec2 vel; bool centering; BYTE turnticks; diff --git a/src/fragglescript/t_func.cpp b/src/fragglescript/t_func.cpp index e034ab7ad..953297b31 100644 --- a/src/fragglescript/t_func.cpp +++ b/src/fragglescript/t_func.cpp @@ -1334,11 +1334,11 @@ void FParser::SF_MobjMomx(void) if(t_argc > 1) { if(mo) - mo->velx = fixedvalue(t_argv[1]); + mo->vel.x = fixedvalue(t_argv[1]); } t_return.type = svt_fixed; - t_return.value.f = mo ? mo->velx : 0; + t_return.value.f = mo ? mo->vel.x : 0; } } @@ -1358,11 +1358,11 @@ void FParser::SF_MobjMomy(void) if(t_argc > 1) { if(mo) - mo->vely = fixedvalue(t_argv[1]); + mo->vel.y = fixedvalue(t_argv[1]); } t_return.type = svt_fixed; - t_return.value.f = mo ? mo->vely : 0; + t_return.value.f = mo ? mo->vel.y : 0; } } @@ -1382,11 +1382,11 @@ void FParser::SF_MobjMomz(void) if(t_argc > 1) { if(mo) - mo->velz = fixedvalue(t_argv[1]); + mo->vel.z = fixedvalue(t_argv[1]); } t_return.type = svt_fixed; - t_return.value.f = mo ? mo->velz : 0; + t_return.value.f = mo ? mo->vel.z : 0; } } diff --git a/src/g_doom/a_archvile.cpp b/src/g_doom/a_archvile.cpp index 11b66631b..11cbcf15d 100644 --- a/src/g_doom/a_archvile.cpp +++ b/src/g_doom/a_archvile.cpp @@ -154,7 +154,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack) } if (!(target->flags7 & MF7_DONTTHRUST)) { - target->velz = Scale(thrust, 1000, target->Mass); + target->vel.z = Scale(thrust, 1000, target->Mass); } return 0; } diff --git a/src/g_doom/a_bossbrain.cpp b/src/g_doom/a_bossbrain.cpp index 9b1639e99..f752b7334 100644 --- a/src/g_doom/a_bossbrain.cpp +++ b/src/g_doom/a_bossbrain.cpp @@ -37,7 +37,7 @@ static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z) if (boom != NULL) { boom->DeathSound = "misc/brainexplode"; - boom->velz = pr_brainscream() << 9; + boom->vel.z = pr_brainscream() << 9; PClassActor *cls = PClass::FindActor("BossBrain"); if (cls != NULL) @@ -144,17 +144,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit) spit->master = self; // [RH] Do this correctly for any trajectory. Doom would divide by 0 // if the target had the same y coordinate as the spitter. - if ((spit->velx | spit->vely) == 0) + if ((spit->vel.x | spit->vel.y) == 0) { spit->special2 = 0; } - else if (abs(spit->vely) > abs(spit->velx)) + else if (abs(spit->vel.y) > abs(spit->vel.x)) { - spit->special2 = (targ->Y() - self->Y()) / spit->vely; + spit->special2 = (targ->Y() - self->Y()) / spit->vel.y; } else { - spit->special2 = (targ->X() - self->X()) / spit->velx; + spit->special2 = (targ->X() - self->X()) / spit->vel.x; } // [GZ] Calculates when the projectile will have reached destination spit->special2 += level.maptime; diff --git a/src/g_doom/a_fatso.cpp b/src/g_doom/a_fatso.cpp index da3d3907c..e79362316 100644 --- a/src/g_doom/a_fatso.cpp +++ b/src/g_doom/a_fatso.cpp @@ -49,8 +49,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack1) { missile->angle += FATSPREAD; an = missile->angle >> ANGLETOFINESHIFT; - missile->velx = FixedMul (missile->Speed, finecosine[an]); - missile->vely = FixedMul (missile->Speed, finesine[an]); + missile->vel.x = FixedMul (missile->Speed, finecosine[an]); + missile->vel.y = FixedMul (missile->Speed, finesine[an]); } return 0; } @@ -78,8 +78,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack2) { missile->angle -= FATSPREAD*2; an = missile->angle >> ANGLETOFINESHIFT; - missile->velx = FixedMul (missile->Speed, finecosine[an]); - missile->vely = FixedMul (missile->Speed, finesine[an]); + missile->vel.x = FixedMul (missile->Speed, finecosine[an]); + missile->vel.y = FixedMul (missile->Speed, finesine[an]); } return 0; } @@ -104,8 +104,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack3) { missile->angle -= FATSPREAD/2; an = missile->angle >> ANGLETOFINESHIFT; - missile->velx = FixedMul (missile->Speed, finecosine[an]); - missile->vely = FixedMul (missile->Speed, finesine[an]); + missile->vel.x = FixedMul (missile->Speed, finecosine[an]); + missile->vel.y = FixedMul (missile->Speed, finesine[an]); } missile = P_SpawnMissile (self, self->target, spawntype); @@ -113,8 +113,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack3) { missile->angle += FATSPREAD/2; an = missile->angle >> ANGLETOFINESHIFT; - missile->velx = FixedMul (missile->Speed, finecosine[an]); - missile->vely = FixedMul (missile->Speed, finesine[an]); + missile->vel.x = FixedMul (missile->Speed, finecosine[an]); + missile->vel.y = FixedMul (missile->Speed, finesine[an]); } return 0; } @@ -178,9 +178,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom) } if (mo != NULL) { // Slow it down a bit - mo->velx = FixedMul(mo->velx, hrange); - mo->vely = FixedMul(mo->vely, hrange); - mo->velz = FixedMul(mo->velz, hrange); + mo->vel.x = FixedMul(mo->vel.x, hrange); + mo->vel.y = FixedMul(mo->vel.y, hrange); + mo->vel.z = FixedMul(mo->vel.z, hrange); mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity } } diff --git a/src/g_doom/a_lostsoul.cpp b/src/g_doom/a_lostsoul.cpp index 3b0c37051..8aa7108cf 100644 --- a/src/g_doom/a_lostsoul.cpp +++ b/src/g_doom/a_lostsoul.cpp @@ -34,14 +34,14 @@ void A_SkullAttack(AActor *self, fixed_t speed) S_Sound (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM); A_FaceTarget (self); an = self->angle >> ANGLETOFINESHIFT; - self->velx = FixedMul (speed, finecosine[an]); - self->vely = FixedMul (speed, finesine[an]); + self->vel.x = FixedMul (speed, finecosine[an]); + self->vel.y = FixedMul (speed, finesine[an]); dist = self->AproxDistance (dest); dist = dist / speed; if (dist < 1) dist = 1; - self->velz = (dest->Z() + (dest->height>>1) - self->Z()) / dist; + self->vel.z = (dest->Z() + (dest->height>>1) - self->Z()) / dist; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullAttack) diff --git a/src/g_doom/a_painelemental.cpp b/src/g_doom/a_painelemental.cpp index 851c7ebc8..acdfdb04d 100644 --- a/src/g_doom/a_painelemental.cpp +++ b/src/g_doom/a_painelemental.cpp @@ -37,7 +37,7 @@ void A_PainShootSkull (AActor *self, angle_t angle, PClassActor *spawntype, int { if (self->flags & MF_FLOAT) { - self->velz -= 2*FRACUNIT; + self->vel.z -= 2*FRACUNIT; self->flags |= MF_INFLOAT; self->flags4 |= MF4_VFRICTION; } diff --git a/src/g_doom/a_revenant.cpp b/src/g_doom/a_revenant.cpp index 5b8ca293c..252a1c1cd 100644 --- a/src/g_doom/a_revenant.cpp +++ b/src/g_doom/a_revenant.cpp @@ -33,7 +33,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkelMissile) if (missile != NULL) { - missile->SetOrigin(missile->Vec3Offset(missile->velx, missile->vely, 0), false); + missile->SetOrigin(missile->Vec3Offset(missile->vel.x, missile->vel.y, 0), false); missile->tracer = self->target; } return 0; @@ -66,9 +66,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer) // spawn a puff of smoke behind the rocket P_SpawnPuff (self, PClass::FindActor(NAME_BulletPuff), self->Pos(), self->angle, self->angle, 3); - smoke = Spawn ("RevenantTracerSmoke", self->Vec3Offset(-self->velx, -self->vely, 0), ALLOW_REPLACE); + smoke = Spawn ("RevenantTracerSmoke", self->Vec3Offset(-self->vel.x, -self->vel.y, 0), ALLOW_REPLACE); - smoke->velz = FRACUNIT; + smoke->vel.z = FRACUNIT; smoke->tics -= pr_tracer()&3; if (smoke->tics < 1) smoke->tics = 1; @@ -99,8 +99,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer) } exact = self->angle>>ANGLETOFINESHIFT; - self->velx = FixedMul (self->Speed, finecosine[exact]); - self->vely = FixedMul (self->Speed, finesine[exact]); + self->vel.x = FixedMul (self->Speed, finecosine[exact]); + self->vel.y = FixedMul (self->Speed, finesine[exact]); if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))) { @@ -119,10 +119,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer) slope = (dest->Z() + self->height*2/3 - self->Z()) / dist; } - if (slope < self->velz) - self->velz -= FRACUNIT/8; + if (slope < self->vel.z) + self->vel.z -= FRACUNIT/8; else - self->velz += FRACUNIT/8; + self->vel.z += FRACUNIT/8; } return 0; } diff --git a/src/g_heretic/a_chicken.cpp b/src/g_heretic/a_chicken.cpp index fb30df98d..80c5d215a 100644 --- a/src/g_heretic/a_chicken.cpp +++ b/src/g_heretic/a_chicken.cpp @@ -41,13 +41,13 @@ void AChickenPlayer::MorphPlayerThink () { return; } - if (!(velx | vely) && pr_chickenplayerthink () < 160) + if (!(vel.x | vel.y) && pr_chickenplayerthink () < 160) { // Twitch view angle angle += pr_chickenplayerthink.Random2 () << 19; } if ((Z() <= floorz) && (pr_chickenplayerthink() < 32)) { // Jump and noise - velz += JumpZ; + vel.z += JumpZ; FState * painstate = FindState(NAME_Pain); if (painstate != NULL) SetState (painstate); @@ -107,9 +107,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Feathers) { mo = Spawn("Feather", self->PosPlusZ(20*FRACUNIT), NO_REPLACE); mo->target = self; - mo->velx = pr_feathers.Random2() << 8; - mo->vely = pr_feathers.Random2() << 8; - mo->velz = FRACUNIT + (pr_feathers() << 9); + mo->vel.x = pr_feathers.Random2() << 8; + mo->vel.y = pr_feathers.Random2() << 8; + mo->vel.z = FRACUNIT + (pr_feathers() << 9); mo->SetState (mo->SpawnState + (pr_feathers()&7)); } return 0; diff --git a/src/g_heretic/a_dsparil.cpp b/src/g_heretic/a_dsparil.cpp index 3ed5490db..ed2b97321 100644 --- a/src/g_heretic/a_dsparil.cpp +++ b/src/g_heretic/a_dsparil.cpp @@ -67,7 +67,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Srcr1Attack) PARAM_ACTION_PROLOGUE; AActor *mo; - fixed_t velz; + fixed_t vz; angle_t angle; if (!self->target) @@ -93,10 +93,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_Srcr1Attack) mo = P_SpawnMissileZ (self, self->Z() + 48*FRACUNIT, self->target, fx); if (mo != NULL) { - velz = mo->velz; + vz = mo->vel.z; angle = mo->angle; - P_SpawnMissileAngleZ (self, self->Z() + 48*FRACUNIT, fx, angle-ANGLE_1*3, velz); - P_SpawnMissileAngleZ (self, self->Z() + 48*FRACUNIT, fx, angle+ANGLE_1*3, velz); + P_SpawnMissileAngleZ (self, self->Z() + 48*FRACUNIT, fx, angle-ANGLE_1*3, vz); + P_SpawnMissileAngleZ (self, self->Z() + 48*FRACUNIT, fx, angle+ANGLE_1*3, vz); } if (self->health < self->SpawnHealth()/3) { // Maybe attack again @@ -167,7 +167,7 @@ void P_DSparilTeleport (AActor *actor) S_Sound (actor, CHAN_BODY, "misc/teleport", 1, ATTN_NORM); actor->SetZ(actor->floorz, false); actor->angle = spot->angle; - actor->velx = actor->vely = actor->velz = 0; + actor->vel.x = actor->vel.y = actor->vel.z = 0; } } @@ -257,9 +257,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_BlueSpark) for (i = 0; i < 2; i++) { mo = Spawn("Sorcerer2FXSpark", self->Pos(), ALLOW_REPLACE); - mo->velx = pr_bluespark.Random2() << 9; - mo->vely = pr_bluespark.Random2() << 9; - mo->velz = FRACUNIT + (pr_bluespark()<<8); + mo->vel.x = pr_bluespark.Random2() << 9; + mo->vel.y = pr_bluespark.Random2() << 9; + mo->vel.z = FRACUNIT + (pr_bluespark()<<8); } return 0; } @@ -289,7 +289,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_GenWizard) { // [RH] Make the new wizards inherit D'Sparil's target mo->CopyFriendliness (self->target, true); - self->velx = self->vely = self->velz = 0; + self->vel.x = self->vel.y = self->vel.z = 0; self->SetState (self->FindState(NAME_Death)); self->flags &= ~MF_MISSILE; mo->master = self->target; diff --git a/src/g_heretic/a_hereticimp.cpp b/src/g_heretic/a_hereticimp.cpp index 62b487bad..d2d40bed4 100644 --- a/src/g_heretic/a_hereticimp.cpp +++ b/src/g_heretic/a_hereticimp.cpp @@ -47,14 +47,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_ImpExplode) self->flags &= ~MF_NOGRAVITY; chunk = Spawn("HereticImpChunk1", self->Pos(), ALLOW_REPLACE); - chunk->velx = pr_imp.Random2 () << 10; - chunk->vely = pr_imp.Random2 () << 10; - chunk->velz = 9*FRACUNIT; + chunk->vel.x = pr_imp.Random2 () << 10; + chunk->vel.y = pr_imp.Random2 () << 10; + chunk->vel.z = 9*FRACUNIT; chunk = Spawn("HereticImpChunk2", self->Pos(), ALLOW_REPLACE); - chunk->velx = pr_imp.Random2 () << 10; - chunk->vely = pr_imp.Random2 () << 10; - chunk->velz = 9*FRACUNIT; + chunk->vel.x = pr_imp.Random2 () << 10; + chunk->vel.y = pr_imp.Random2 () << 10; + chunk->vel.z = 9*FRACUNIT; if (self->special1 == 666) { // Extreme death crash self->SetState (self->FindState("XCrash")); diff --git a/src/g_heretic/a_hereticmisc.cpp b/src/g_heretic/a_hereticmisc.cpp index 5d8773bfd..af8431a95 100644 --- a/src/g_heretic/a_hereticmisc.cpp +++ b/src/g_heretic/a_hereticmisc.cpp @@ -61,9 +61,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PodPain) { goo = Spawn(gootype, self->PosPlusZ(48*FRACUNIT), ALLOW_REPLACE); goo->target = self; - goo->velx = pr_podpain.Random2() << 9; - goo->vely = pr_podpain.Random2() << 9; - goo->velz = FRACUNIT/2 + (pr_podpain() << 9); + goo->vel.x = pr_podpain.Random2() << 9; + goo->vel.y = pr_podpain.Random2() << 9; + goo->vel.z = FRACUNIT/2 + (pr_podpain() << 9); } return 0; } @@ -139,7 +139,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_AccTeleGlitter) if (++self->health > 35) { - self->velz += self->velz/2; + self->vel.z += self->vel.z/2; } return 0; } @@ -182,9 +182,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_VolcanoBlast) angle = pr_blast () << 24; blast->angle = angle; angle >>= ANGLETOFINESHIFT; - blast->velx = FixedMul (1*FRACUNIT, finecosine[angle]); - blast->vely = FixedMul (1*FRACUNIT, finesine[angle]); - blast->velz = (FRACUNIT*5/2) + (pr_blast() << 10); + blast->vel.x = FixedMul (1*FRACUNIT, finecosine[angle]); + blast->vel.y = FixedMul (1*FRACUNIT, finesine[angle]); + blast->vel.z = (FRACUNIT*5/2) + (pr_blast() << 10); S_Sound (blast, CHAN_BODY, "world/volcano/shoot", 1, ATTN_NORM); P_CheckMissileSpawn (blast, self->radius); } @@ -210,7 +210,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_VolcBallImpact) self->flags |= MF_NOGRAVITY; self->gravity = FRACUNIT; self->AddZ(28*FRACUNIT); - //self->velz = 3*FRACUNIT; + //self->vel.z = 3*FRACUNIT; } P_RadiusAttack (self, self->target, 25, 25, NAME_Fire, RADF_HURTSOURCE); for (i = 0; i < 4; i++) @@ -220,9 +220,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_VolcBallImpact) angle = i*ANG90; tiny->angle = angle; angle >>= ANGLETOFINESHIFT; - tiny->velx = FixedMul (FRACUNIT*7/10, finecosine[angle]); - tiny->vely = FixedMul (FRACUNIT*7/10, finesine[angle]); - tiny->velz = FRACUNIT + (pr_volcimpact() << 9); + tiny->vel.x = FixedMul (FRACUNIT*7/10, finecosine[angle]); + tiny->vel.y = FixedMul (FRACUNIT*7/10, finesine[angle]); + tiny->vel.z = FRACUNIT + (pr_volcimpact() << 9); P_CheckMissileSpawn (tiny, self->radius); } return 0; diff --git a/src/g_heretic/a_hereticweaps.cpp b/src/g_heretic/a_hereticweaps.cpp index d85faaeb5..814a80bf5 100644 --- a/src/g_heretic/a_hereticweaps.cpp +++ b/src/g_heretic/a_hereticweaps.cpp @@ -150,7 +150,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL2) int i; angle_t angle; int damage; - fixed_t velz; + fixed_t vz; player_t *player; if (NULL == (player = self->player)) @@ -165,10 +165,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL2) return 0; } angle_t pitch = P_BulletSlope(self); - velz = FixedMul (GetDefaultByName("GoldWandFX2")->Speed, + vz = FixedMul (GetDefaultByName("GoldWandFX2")->Speed, finetangent[FINEANGLES/4-((signed)pitch>>ANGLETOFINESHIFT)]); - P_SpawnMissileAngle (self, PClass::FindActor("GoldWandFX2"), self->angle-(ANG45/8), velz); - P_SpawnMissileAngle (self, PClass::FindActor("GoldWandFX2"), self->angle+(ANG45/8), velz); + P_SpawnMissileAngle (self, PClass::FindActor("GoldWandFX2"), self->angle-(ANG45/8), vz); + P_SpawnMissileAngle (self, PClass::FindActor("GoldWandFX2"), self->angle+(ANG45/8), vz); angle = self->angle-(ANG45/8); for(i = 0; i < 5; i++) { @@ -402,15 +402,15 @@ void FireMacePL1B (AActor *actor) return; } ball = Spawn("MaceFX2", actor->PosPlusZ(28*FRACUNIT - actor->floorclip), ALLOW_REPLACE); - ball->velz = 2*FRACUNIT+/*((player->lookdir)<<(FRACBITS-5))*/ + ball->vel.z = 2*FRACUNIT+/*((player->lookdir)<<(FRACBITS-5))*/ finetangent[FINEANGLES/4-(actor->pitch>>ANGLETOFINESHIFT)]; angle = actor->angle; ball->target = actor; ball->angle = angle; ball->AddZ(2*finetangent[FINEANGLES/4-(actor->pitch>>ANGLETOFINESHIFT)]); angle >>= ANGLETOFINESHIFT; - ball->velx = (actor->velx>>1) + FixedMul(ball->Speed, finecosine[angle]); - ball->vely = (actor->vely>>1) + FixedMul(ball->Speed, finesine[angle]); + ball->vel.x = (actor->vel.x>>1) + FixedMul(ball->Speed, finecosine[angle]); + ball->vel.y = (actor->vel.y>>1) + FixedMul(ball->Speed, finesine[angle]); S_Sound (ball, CHAN_BODY, "weapons/maceshoot", 1, ATTN_NORM); P_CheckMissileSpawn (ball, actor->radius); } @@ -481,16 +481,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_MacePL1Check) #if 0 // This is the original code, for reference. angle_t angle = self->angle>>ANGLETOFINESHIFT; - self->velx = FixedMul(7*FRACUNIT, finecosine[angle]); - self->vely = FixedMul(7*FRACUNIT, finesine[angle]); + self->vel.x = FixedMul(7*FRACUNIT, finecosine[angle]); + self->vel.y = FixedMul(7*FRACUNIT, finesine[angle]); #else - double velscale = sqrt ((double)self->velx * (double)self->velx + - (double)self->vely * (double)self->vely); + double velscale = sqrt ((double)self->vel.x * (double)self->vel.x + + (double)self->vel.y * (double)self->vel.y); velscale = 458752 / velscale; - self->velx = (int)(self->velx * velscale); - self->vely = (int)(self->vely * velscale); + self->vel.x = (int)(self->vel.x * velscale); + self->vel.y = (int)(self->vel.y * velscale); #endif - self->velz -= self->velz >> 1; + self->vel.z -= self->vel.z >> 1; return 0; } @@ -507,14 +507,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact) if ((self->health != MAGIC_JUNK) && (self->flags & MF_INBOUNCE)) { // Bounce self->health = MAGIC_JUNK; - self->velz = (self->velz * 192) >> 8; + self->vel.z = (self->vel.z * 192) >> 8; self->BounceFlags = BOUNCE_None; self->SetState (self->SpawnState); S_Sound (self, CHAN_BODY, "weapons/macebounce", 1, ATTN_NORM); } else { // Explode - self->velx = self->vely = self->velz = 0; + self->vel.x = self->vel.y = self->vel.z = 0; self->flags |= MF_NOGRAVITY; self->gravity = FRACUNIT; S_Sound (self, CHAN_BODY, "weapons/macehit", 1, ATTN_NORM); @@ -542,13 +542,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact2) } if (self->flags & MF_INBOUNCE) { - if (self->velz < 2*FRACUNIT) + if (self->vel.z < 2*FRACUNIT) { goto boom; } // Bounce - self->velz = (self->velz * 192) >> 8; + self->vel.z = (self->vel.z * 192) >> 8; self->SetState (self->SpawnState); tiny = Spawn("MaceFX3", self->Pos(), ALLOW_REPLACE); @@ -556,9 +556,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact2) tiny->target = self->target; tiny->angle = angle; angle >>= ANGLETOFINESHIFT; - tiny->velx = (self->velx>>1) + FixedMul(self->velz-FRACUNIT, finecosine[angle]); - tiny->vely = (self->vely>>1) + FixedMul(self->velz-FRACUNIT, finesine[angle]); - tiny->velz = self->velz; + tiny->vel.x = (self->vel.x>>1) + FixedMul(self->vel.z-FRACUNIT, finecosine[angle]); + tiny->vel.y = (self->vel.y>>1) + FixedMul(self->vel.z-FRACUNIT, finesine[angle]); + tiny->vel.z = self->vel.z; P_CheckMissileSpawn (tiny, self->radius); tiny = Spawn("MaceFX3", self->Pos(), ALLOW_REPLACE); @@ -566,15 +566,15 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact2) tiny->target = self->target; tiny->angle = angle; angle >>= ANGLETOFINESHIFT; - tiny->velx = (self->velx>>1) + FixedMul(self->velz-FRACUNIT, finecosine[angle]); - tiny->vely = (self->vely>>1) + FixedMul(self->velz-FRACUNIT, finesine[angle]); - tiny->velz = self->velz; + tiny->vel.x = (self->vel.x>>1) + FixedMul(self->vel.z-FRACUNIT, finecosine[angle]); + tiny->vel.y = (self->vel.y>>1) + FixedMul(self->vel.z-FRACUNIT, finesine[angle]); + tiny->vel.z = self->vel.z; P_CheckMissileSpawn (tiny, self->radius); } else { // Explode boom: - self->velx = self->vely = self->velz = 0; + self->vel.x = self->vel.y = self->vel.z = 0; self->flags |= MF_NOGRAVITY; self->BounceFlags = BOUNCE_None; self->gravity = FRACUNIT; @@ -610,9 +610,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL2) mo = P_SpawnPlayerMissile (self, 0,0,0, RUNTIME_CLASS(AMaceFX4), self->angle, &t); if (mo) { - mo->velx += self->velx; - mo->vely += self->vely; - mo->velz = 2*FRACUNIT+ + mo->vel.x += self->vel.x; + mo->vel.y += self->vel.y; + mo->vel.z = 2*FRACUNIT+ clamp(finetangent[FINEANGLES/4-(self->pitch>>ANGLETOFINESHIFT)], -5*FRACUNIT, 5*FRACUNIT); if (t.linetarget && !t.unlinked) { @@ -646,7 +646,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact) } if (self->flags & MF_INBOUNCE) { - if (self->velz < 2*FRACUNIT) + if (self->vel.z < 2*FRACUNIT) { goto boom; } @@ -686,8 +686,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact) { self->angle = angle; angle >>= ANGLETOFINESHIFT; - self->velx = FixedMul (self->Speed, finecosine[angle]); - self->vely = FixedMul (self->Speed, finesine[angle]); + self->vel.x = FixedMul (self->Speed, finecosine[angle]); + self->vel.y = FixedMul (self->Speed, finesine[angle]); } self->SetState (self->SpawnState); S_Sound (self, CHAN_BODY, "weapons/macestop", 1, ATTN_NORM); @@ -695,7 +695,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact) else { // Explode boom: - self->velx = self->vely = self->velz = 0; + self->vel.x = self->vel.y = self->vel.z = 0; self->flags |= MF_NOGRAVITY; self->gravity = FRACUNIT; S_Sound (self, CHAN_BODY, "weapons/maceexplode", 1, ATTN_NORM); @@ -826,8 +826,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnRippers) ripper->target = self->target; ripper->angle = angle; angle >>= ANGLETOFINESHIFT; - ripper->velx = FixedMul (ripper->Speed, finecosine[angle]); - ripper->vely = FixedMul (ripper->Speed, finesine[angle]); + ripper->vel.x = FixedMul (ripper->Speed, finecosine[angle]); + ripper->vel.y = FixedMul (ripper->Speed, finesine[angle]); P_CheckMissileSpawn (ripper, self->radius); } return 0; @@ -1094,8 +1094,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkullRodStorm) mo->Translation = multiplayer ? TRANSLATION(TRANSLATION_RainPillar,self->special2) : 0; mo->target = self->target; - mo->velx = 1; // Force collision detection - mo->velz = -mo->Speed; + mo->vel.x = 1; // Force collision detection + mo->vel.z = -mo->Speed; mo->special2 = self->special2; // Transfer player number P_CheckMissileSpawn (mo, self->radius); if (self->special1 != -1 && !S_IsActorPlayingSomething (self, CHAN_BODY, -1)) @@ -1254,8 +1254,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL1) P_SpawnPlayerMissile (self, RUNTIME_CLASS(APhoenixFX1)); angle = self->angle + ANG180; angle >>= ANGLETOFINESHIFT; - self->velx += FixedMul (4*FRACUNIT, finecosine[angle]); - self->vely += FixedMul (4*FRACUNIT, finesine[angle]); + self->vel.x += FixedMul (4*FRACUNIT, finecosine[angle]); + self->vel.y += FixedMul (4*FRACUNIT, finesine[angle]); return 0; } @@ -1277,15 +1277,15 @@ DEFINE_ACTION_FUNCTION(AActor, A_PhoenixPuff) puff = Spawn("PhoenixPuff", self->Pos(), ALLOW_REPLACE); angle = self->angle + ANG90; angle >>= ANGLETOFINESHIFT; - puff->velx = FixedMul (FRACUNIT*13/10, finecosine[angle]); - puff->vely = FixedMul (FRACUNIT*13/10, finesine[angle]); - puff->velz = 0; + puff->vel.x = FixedMul (FRACUNIT*13/10, finecosine[angle]); + puff->vel.y = FixedMul (FRACUNIT*13/10, finesine[angle]); + puff->vel.z = 0; puff = Spawn("PhoenixPuff", self->Pos(), ALLOW_REPLACE); angle = self->angle - ANG90; angle >>= ANGLETOFINESHIFT; - puff->velx = FixedMul (FRACUNIT*13/10, finecosine[angle]); - puff->vely = FixedMul (FRACUNIT*13/10, finesine[angle]); - puff->velz = 0; + puff->vel.x = FixedMul (FRACUNIT*13/10, finecosine[angle]); + puff->vel.y = FixedMul (FRACUNIT*13/10, finesine[angle]); + puff->vel.z = 0; return 0; } @@ -1356,9 +1356,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2) mo = Spawn("PhoenixFX2", pos, ALLOW_REPLACE); mo->target = self; mo->angle = angle; - mo->velx = self->velx + FixedMul (mo->Speed, finecosine[angle>>ANGLETOFINESHIFT]); - mo->vely = self->vely + FixedMul (mo->Speed, finesine[angle>>ANGLETOFINESHIFT]); - mo->velz = FixedMul (mo->Speed, slope); + mo->vel.x = self->vel.x + FixedMul (mo->Speed, finecosine[angle>>ANGLETOFINESHIFT]); + mo->vel.y = self->vel.y + FixedMul (mo->Speed, finesine[angle>>ANGLETOFINESHIFT]); + mo->vel.z = FixedMul (mo->Speed, slope); if (!player->refire || !S_IsActorPlayingSomething (self, CHAN_WEAPON, -1)) { S_Sound (self, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); @@ -1403,7 +1403,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FlameEnd) { PARAM_ACTION_PROLOGUE; - self->velz += FRACUNIT*3/2; + self->vel.z += FRACUNIT*3/2; return 0; } @@ -1417,7 +1417,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FloatPuff) { PARAM_ACTION_PROLOGUE; - self->velz += FRACUNIT*18/10; + self->vel.z += FRACUNIT*18/10; return 0; } diff --git a/src/g_heretic/a_ironlich.cpp b/src/g_heretic/a_ironlich.cpp index 5672bfdff..5c7746e82 100644 --- a/src/g_heretic/a_ironlich.cpp +++ b/src/g_heretic/a_ironlich.cpp @@ -31,8 +31,8 @@ int AWhirlwind::DoSpecialDamage (AActor *target, int damage, FName damagetype) if (!(target->flags7 & MF7_DONTTHRUST)) { target->angle += pr_foo.Random2() << 20; - target->velx += pr_foo.Random2() << 10; - target->vely += pr_foo.Random2() << 10; + target->vel.x += pr_foo.Random2() << 10; + target->vel.y += pr_foo.Random2() << 10; } if ((level.time & 16) && !(target->flags2 & MF2_BOSS) && !(target->flags7 & MF7_DONTTHRUST)) @@ -42,10 +42,10 @@ int AWhirlwind::DoSpecialDamage (AActor *target, int damage, FName damagetype) { randVal = 160; } - target->velz += randVal << 11; - if (target->velz > 12*FRACUNIT) + target->vel.z += randVal << 11; + if (target->vel.z > 12*FRACUNIT) { - target->velz = 12*FRACUNIT; + target->vel.z = 12*FRACUNIT; } } if (!(level.time & 7)) @@ -115,9 +115,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_LichAttack) } fire->target = baseFire->target; fire->angle = baseFire->angle; - fire->velx = baseFire->velx; - fire->vely = baseFire->vely; - fire->velz = baseFire->velz; + fire->vel.x = baseFire->vel.x; + fire->vel.y = baseFire->vel.y; + fire->vel.z = baseFire->vel.z; fire->Damage = NULL; fire->health = (i+1) * 2; P_CheckMissileSpawn (fire, self->radius); @@ -151,7 +151,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WhirlwindSeek) self->health -= 3; if (self->health < 0) { - self->velx = self->vely = self->velz = 0; + self->vel.x = self->vel.y = self->vel.z = 0; self->SetState (self->FindState(NAME_Death)); self->flags &= ~MF_MISSILE; return 0; @@ -190,9 +190,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_LichIceImpact) shard->target = self->target; shard->angle = angle; angle >>= ANGLETOFINESHIFT; - shard->velx = FixedMul (shard->Speed, finecosine[angle]); - shard->vely = FixedMul (shard->Speed, finesine[angle]); - shard->velz = -FRACUNIT*6/10; + shard->vel.x = FixedMul (shard->Speed, finecosine[angle]); + shard->vel.y = FixedMul (shard->Speed, finesine[angle]); + shard->vel.z = -FRACUNIT*6/10; P_CheckMissileSpawn (shard, self->radius); } return 0; diff --git a/src/g_heretic/a_knight.cpp b/src/g_heretic/a_knight.cpp index 9f6e6fa09..a2b2cc45b 100644 --- a/src/g_heretic/a_knight.cpp +++ b/src/g_heretic/a_knight.cpp @@ -28,8 +28,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_DripBlood) fixed_t xo = (pr_dripblood.Random2() << 11); fixed_t yo = (pr_dripblood.Random2() << 11); mo = Spawn ("Blood", self->Vec3Offset(xo, yo, 0), ALLOW_REPLACE); - mo->velx = pr_dripblood.Random2 () << 10; - mo->vely = pr_dripblood.Random2 () << 10; + mo->vel.x = pr_dripblood.Random2 () << 10; + mo->vel.y = pr_dripblood.Random2 () << 10; mo->gravity = FRACUNIT/8; return 0; } diff --git a/src/g_heretic/a_wizard.cpp b/src/g_heretic/a_wizard.cpp index a0f211e51..7a92a1155 100644 --- a/src/g_heretic/a_wizard.cpp +++ b/src/g_heretic/a_wizard.cpp @@ -88,8 +88,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_WizAtk3) mo = P_SpawnMissile (self, self->target, fx); if (mo != NULL) { - P_SpawnMissileAngle(self, fx, mo->angle-(ANG45/8), mo->velz); - P_SpawnMissileAngle(self, fx, mo->angle+(ANG45/8), mo->velz); + P_SpawnMissileAngle(self, fx, mo->angle-(ANG45/8), mo->vel.z); + P_SpawnMissileAngle(self, fx, mo->angle+(ANG45/8), mo->vel.z); } return 0; } diff --git a/src/g_hexen/a_bats.cpp b/src/g_hexen/a_bats.cpp index 5b3be1588..2bde56340 100644 --- a/src/g_hexen/a_bats.cpp +++ b/src/g_hexen/a_bats.cpp @@ -83,8 +83,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_BatMove) // Adjust velocity vector to new direction newangle >>= ANGLETOFINESHIFT; - self->velx = FixedMul (self->Speed, finecosine[newangle]); - self->vely = FixedMul (self->Speed, finesine[newangle]); + self->vel.x = FixedMul (self->Speed, finecosine[newangle]); + self->vel.y = FixedMul (self->Speed, finesine[newangle]); if (pr_batmove()<15) { diff --git a/src/g_hexen/a_bishop.cpp b/src/g_hexen/a_bishop.cpp index d3428b1a0..649e5b273 100644 --- a/src/g_hexen/a_bishop.cpp +++ b/src/g_hexen/a_bishop.cpp @@ -146,8 +146,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopSpawnBlur) if (!--self->special1) { - self->velx = 0; - self->vely = 0; + self->vel.x = 0; + self->vel.y = 0; if (pr_sblur() > 96) { self->SetState (self->SeeState); @@ -197,7 +197,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopPuff) mo = Spawn ("BishopPuff", self->PosPlusZ(40*FRACUNIT), ALLOW_REPLACE); if (mo) { - mo->velz = FRACUNIT/2; + mo->vel.z = FRACUNIT/2; } return 0; } diff --git a/src/g_hexen/a_blastradius.cpp b/src/g_hexen/a_blastradius.cpp index f3bfa8385..541b6bfac 100644 --- a/src/g_hexen/a_blastradius.cpp +++ b/src/g_hexen/a_blastradius.cpp @@ -35,8 +35,8 @@ void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor *Owner, angle = Owner->AngleTo(victim); angle >>= ANGLETOFINESHIFT; - victim->velx = FixedMul (speed, finecosine[angle]); - victim->vely = FixedMul (speed, finesine[angle]); + victim->vel.x = FixedMul (speed, finecosine[angle]); + victim->vel.y = FixedMul (speed, finesine[angle]); // Spawn blast puff ang = victim->AngleTo(Owner); @@ -48,21 +48,21 @@ void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor *Owner, mo = Spawn (blasteffect, pos, ALLOW_REPLACE); if (mo) { - mo->velx = victim->velx; - mo->vely = victim->vely; + mo->vel.x = victim->vel.x; + mo->vel.y = victim->vel.y; } if (victim->flags & MF_MISSILE) { // [RH] Floor and ceiling huggers should not be blasted vertically. if (!(victim->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))) { - victim->velz = 8*FRACUNIT; - mo->velz = victim->velz; + victim->vel.z = 8*FRACUNIT; + mo->vel.z = victim->vel.z; } } else { - victim->velz = (1000 / victim->Mass) << FRACBITS; + victim->vel.z = (1000 / victim->Mass) << FRACBITS; } if (victim->player) { diff --git a/src/g_hexen/a_clericflame.cpp b/src/g_hexen/a_clericflame.cpp index 314a45c28..62395d321 100644 --- a/src/g_hexen/a_clericflame.cpp +++ b/src/g_hexen/a_clericflame.cpp @@ -99,9 +99,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CFlamePuff) PARAM_ACTION_PROLOGUE; self->renderflags &= ~RF_INVISIBLE; - self->velx = 0; - self->vely = 0; - self->velz = 0; + self->vel.x = 0; + self->vel.y = 0; + self->vel.z = 0; S_Sound (self, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM); return 0; } @@ -139,8 +139,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_CFlameMissile) { mo->angle = an<target = self->target; - mo->velx = mo->special1 = FixedMul(FLAMESPEED, finecosine[an]); - mo->vely = mo->special2 = FixedMul(FLAMESPEED, finesine[an]); + mo->vel.x = mo->special1 = FixedMul(FLAMESPEED, finecosine[an]); + mo->vel.y = mo->special2 = FixedMul(FLAMESPEED, finesine[an]); mo->tics -= pr_missile()&3; } mo = Spawn ("CircleFlame", BlockingMobj->Vec3Offset( @@ -151,8 +151,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_CFlameMissile) { mo->angle = ANG180+(an<target = self->target; - mo->velx = mo->special1 = FixedMul(-FLAMESPEED, finecosine[an]); - mo->vely = mo->special2 = FixedMul(-FLAMESPEED, finesine[an]); + mo->vel.x = mo->special1 = FixedMul(-FLAMESPEED, finecosine[an]); + mo->vel.y = mo->special2 = FixedMul(-FLAMESPEED, finesine[an]); mo->tics -= pr_missile()&3; } } @@ -174,8 +174,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_CFlameRotate) int an; an = (self->angle+ANG90)>>ANGLETOFINESHIFT; - self->velx = self->special1+FixedMul(FLAMEROTSPEED, finecosine[an]); - self->vely = self->special2+FixedMul(FLAMEROTSPEED, finesine[an]); + self->vel.x = self->special1+FixedMul(FLAMEROTSPEED, finecosine[an]); + self->vel.y = self->special2+FixedMul(FLAMEROTSPEED, finesine[an]); self->angle += ANG90/15; return 0; } diff --git a/src/g_hexen/a_clericholy.cpp b/src/g_hexen/a_clericholy.cpp index 050754132..fe71289ac 100644 --- a/src/g_hexen/a_clericholy.cpp +++ b/src/g_hexen/a_clericholy.cpp @@ -419,8 +419,8 @@ static void CHolySeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax) actor->angle -= delta; } angle = actor->angle>>ANGLETOFINESHIFT; - actor->velx = FixedMul (actor->Speed, finecosine[angle]); - actor->vely = FixedMul (actor->Speed, finesine[angle]); + actor->vel.x = FixedMul (actor->Speed, finecosine[angle]); + actor->vel.y = FixedMul (actor->Speed, finesine[angle]); if (!(level.time&15) || actor->Z() > target->Top() || actor->Top() < target->Z()) @@ -444,7 +444,7 @@ static void CHolySeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax) { dist = 1; } - actor->velz = deltaZ / dist; + actor->vel.z = deltaZ / dist; } return; } @@ -491,9 +491,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CHolySeek) self->health--; if (self->health <= 0) { - self->velx >>= 2; - self->vely >>= 2; - self->velz = 0; + self->vel.x >>= 2; + self->vel.y >>= 2; + self->vel.z = 0; self->SetState (self->FindState(NAME_Death)); self->tics -= pr_holyseek()&3; return 0; diff --git a/src/g_hexen/a_dragon.cpp b/src/g_hexen/a_dragon.cpp index 3461c6ada..f9b38268b 100644 --- a/src/g_hexen/a_dragon.cpp +++ b/src/g_hexen/a_dragon.cpp @@ -57,8 +57,8 @@ static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax) actor->angle -= delta; } angle = actor->angle>>ANGLETOFINESHIFT; - actor->velx = FixedMul (actor->Speed, finecosine[angle]); - actor->vely = FixedMul (actor->Speed, finesine[angle]); + actor->vel.x = FixedMul (actor->Speed, finecosine[angle]); + actor->vel.y = FixedMul (actor->Speed, finesine[angle]); dist = actor->AproxDistance (target) / actor->Speed; if (actor->Top() < target->Z() || target->Top() < actor->Z()) @@ -67,7 +67,7 @@ static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax) { dist = 1; } - actor->velz = (target->Z() - actor->Z())/dist; + actor->vel.z = (target->Z() - actor->Z())/dist; } if (target->flags&MF_SHOOTABLE && pr_dragonseek() < 64) { // attack the destination mobj if it's attackable diff --git a/src/g_hexen/a_fighterquietus.cpp b/src/g_hexen/a_fighterquietus.cpp index 06b420700..cb797f661 100644 --- a/src/g_hexen/a_fighterquietus.cpp +++ b/src/g_hexen/a_fighterquietus.cpp @@ -39,9 +39,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropWeaponPieces) AActor *piece = Spawn (cls, self->Pos(), ALLOW_REPLACE); if (piece != NULL) { - piece->velx = self->velx + finecosine[fineang]; - piece->vely = self->vely + finesine[fineang]; - piece->velz = self->velz; + piece->vel.x = self->vel.x + finecosine[fineang]; + piece->vel.y = self->vel.y + finesine[fineang]; + piece->vel.z = self->vel.z; piece->flags |= MF_DROPPED; fineang += FINEANGLES/3; j = (j == 0) ? (pr_quietusdrop() & 1) + 1 : 3-j; diff --git a/src/g_hexen/a_firedemon.cpp b/src/g_hexen/a_firedemon.cpp index 240b145b5..cbfffdd1d 100644 --- a/src/g_hexen/a_firedemon.cpp +++ b/src/g_hexen/a_firedemon.cpp @@ -61,9 +61,9 @@ void A_FiredSpawnRock (AActor *actor) if (mo) { mo->target = actor; - mo->velx = (pr_firedemonrock() - 128) <<10; - mo->vely = (pr_firedemonrock() - 128) <<10; - mo->velz = (pr_firedemonrock() << 10); + mo->vel.x = (pr_firedemonrock() - 128) <<10; + mo->vel.y = (pr_firedemonrock() - 128) <<10; + mo->vel.z = (pr_firedemonrock() << 10); mo->special1 = 2; // Number bounces } @@ -102,9 +102,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SmBounce) // give some more velocity (x,y,&z) self->SetZ(self->floorz + FRACUNIT); - self->velz = (2*FRACUNIT) + (pr_smbounce() << 10); - self->velx = pr_smbounce()%3<vely = pr_smbounce()%3<vel.z = (2*FRACUNIT) + (pr_smbounce() << 10); + self->vel.x = pr_smbounce()%3<vel.y = pr_smbounce()%3<special2 = 0; - self->velx = self->vely = 0; + self->vel.x = self->vel.y = 0; dist = self->AproxDistance (target); if (dist < FIREDEMON_ATTACK_RANGE) { @@ -179,8 +179,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredChase) else ang -= ANGLE_90; ang >>= ANGLETOFINESHIFT; - self->velx = finecosine[ang] << 3; //FixedMul (8*FRACUNIT, finecosine[ang]); - self->vely = finesine[ang] << 3; //FixedMul (8*FRACUNIT, finesine[ang]); + self->vel.x = finecosine[ang] << 3; //FixedMul (8*FRACUNIT, finecosine[ang]); + self->vel.y = finesine[ang] << 3; //FixedMul (8*FRACUNIT, finesine[ang]); self->special2 = 3; // strafe time } } @@ -235,16 +235,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredSplotch) mo = Spawn ("FireDemonSplotch1", self->Pos(), ALLOW_REPLACE); if (mo) { - mo->velx = (pr_firedemonsplotch() - 128) << 11; - mo->vely = (pr_firedemonsplotch() - 128) << 11; - mo->velz = (pr_firedemonsplotch() << 10) + FRACUNIT*3; + mo->vel.x = (pr_firedemonsplotch() - 128) << 11; + mo->vel.y = (pr_firedemonsplotch() - 128) << 11; + mo->vel.z = (pr_firedemonsplotch() << 10) + FRACUNIT*3; } mo = Spawn ("FireDemonSplotch2", self->Pos(), ALLOW_REPLACE); if (mo) { - mo->velx = (pr_firedemonsplotch() - 128) << 11; - mo->vely = (pr_firedemonsplotch() - 128) << 11; - mo->velz = (pr_firedemonsplotch() << 10) + FRACUNIT*3; + mo->vel.x = (pr_firedemonsplotch() - 128) << 11; + mo->vel.y = (pr_firedemonsplotch() - 128) << 11; + mo->vel.z = (pr_firedemonsplotch() << 10) + FRACUNIT*3; } return 0; } diff --git a/src/g_hexen/a_flechette.cpp b/src/g_hexen/a_flechette.cpp index 56ad33342..09fb735e9 100644 --- a/src/g_hexen/a_flechette.cpp +++ b/src/g_hexen/a_flechette.cpp @@ -120,9 +120,9 @@ bool AArtiPoisonBag3::Use (bool pickup) fixed_t speed = fixed_t(sqrt((double)mo->Speed*mo->Speed + (4.0*65536*4*65536))); fixed_t xyscale = FixedMul(speed, finecosine[modpitch]); - mo->velz = FixedMul(speed, finesine[modpitch]); - mo->velx = FixedMul(xyscale, finecosine[angle]) + (Owner->velx >> 1); - mo->vely = FixedMul(xyscale, finesine[angle]) + (Owner->vely >> 1); + mo->vel.z = FixedMul(speed, finesine[modpitch]); + mo->vel.x = FixedMul(xyscale, finecosine[angle]) + (Owner->vel.x >> 1); + mo->vel.y = FixedMul(xyscale, finesine[angle]) + (Owner->vel.y >> 1); mo->AddZ(FixedMul(mo->Speed, finesine[orgpitch])); mo->target = Owner; @@ -306,7 +306,7 @@ IMPLEMENT_CLASS (APoisonCloud) void APoisonCloud::BeginPlay () { - velx = 1; // missile objects must move to impact other objects + vel.x = 1; // missile objects must move to impact other objects special1 = 24+(pr_poisoncloud()&7); special2 = 0; } @@ -451,16 +451,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb2) { PARAM_ACTION_PROLOGUE; - // [RH] Check using actual velocity, although the velz < 2 check still stands - //if (abs(self->velx) < FRACUNIT*3/2 && abs(self->vely) < FRACUNIT*3/2 - // && self->velz < 2*FRACUNIT) - if (self->velz < 2*FRACUNIT && - TMulScale32 (self->velx, self->velx, self->vely, self->vely, self->velz, self->velz) + // [RH] Check using actual velocity, although the vel.z < 2 check still stands + //if (abs(self->vel.x) < FRACUNIT*3/2 && abs(self->vel.y) < FRACUNIT*3/2 + // && self->vel.z < 2*FRACUNIT) + if (self->vel.z < 2*FRACUNIT && + TMulScale32 (self->vel.x, self->vel.x, self->vel.y, self->vel.y, self->vel.z, self->vel.z) < (3*3)/(2*2)) { self->SetState (self->SpawnState + 6); self->SetZ(self->floorz); - self->velz = 0; + self->vel.z = 0; self->BounceFlags = BOUNCE_None; self->flags &= ~MF_MISSILE; } diff --git a/src/g_hexen/a_flies.cpp b/src/g_hexen/a_flies.cpp index b689d7807..16fefef73 100644 --- a/src/g_hexen/a_flies.cpp +++ b/src/g_hexen/a_flies.cpp @@ -95,15 +95,15 @@ DEFINE_ACTION_FUNCTION(AActor, A_FlyBuzz) } if (self->args[0] & 2) { - self->velx += (pr_fly() - 128) << BOBTOFINESHIFT; - self->vely += (pr_fly() - 128) << BOBTOFINESHIFT; + self->vel.x += (pr_fly() - 128) << BOBTOFINESHIFT; + self->vel.y += (pr_fly() - 128) << BOBTOFINESHIFT; } int zrand = pr_fly(); if (targ->Z() + 5*FRACUNIT < self->Z() && zrand > 150) { zrand = -zrand; } - self->velz = zrand << BOBTOFINESHIFT; + self->vel.z = zrand << BOBTOFINESHIFT; if (pr_fly() < 40) { S_Sound(self, CHAN_VOICE, self->ActiveSound, 0.5f, ATTN_STATIC); diff --git a/src/g_hexen/a_fog.cpp b/src/g_hexen/a_fog.cpp index a327279bb..d974910cc 100644 --- a/src/g_hexen/a_fog.cpp +++ b/src/g_hexen/a_fog.cpp @@ -95,8 +95,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FogMove) } angle = self->angle>>ANGLETOFINESHIFT; - self->velx = FixedMul(speed, finecosine[angle]); - self->vely = FixedMul(speed, finesine[angle]); + self->vel.x = FixedMul(speed, finecosine[angle]); + self->vel.y = FixedMul(speed, finesine[angle]); return 0; } diff --git a/src/g_hexen/a_heresiarch.cpp b/src/g_hexen/a_heresiarch.cpp index 7e6e9c810..0cdc7922b 100644 --- a/src/g_hexen/a_heresiarch.cpp +++ b/src/g_hexen/a_heresiarch.cpp @@ -176,11 +176,11 @@ class ASorcFX1 : public AActor public: bool FloorBounceMissile (secplane_t &plane) { - fixed_t orgvelz = velz; + fixed_t orgvelz = vel.z; if (!Super::FloorBounceMissile (plane)) { - velz = -orgvelz; // no energy absorbed + vel.z = -orgvelz; // no energy absorbed return false; } return true; @@ -677,7 +677,7 @@ void A_SorcOffense2(AActor *actor) mo->special2 = 35*5/2; // 5 seconds dist = mo->AproxDistance(dest) / mo->Speed; if(dist < 1) dist = 1; - mo->velz = (dest->Z() - mo->Z()) / dist; + mo->vel.z = (dest->Z() - mo->Z()) / dist; } } @@ -722,9 +722,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnFizzle) if (mo) { rangle = (self->angle >> ANGLETOFINESHIFT) + ((pr_heresiarch()%5) << 1); - mo->velx = FixedMul(pr_heresiarch()%speed, finecosine[rangle]); - mo->vely = FixedMul(pr_heresiarch()%speed, finesine[rangle]); - mo->velz = FRACUNIT*2; + mo->vel.x = FixedMul(pr_heresiarch()%speed, finecosine[rangle]); + mo->vel.y = FixedMul(pr_heresiarch()%speed, finesine[rangle]); + mo->vel.z = FRACUNIT*2; } } return 0; @@ -944,9 +944,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcBallPop) S_Sound (self, CHAN_BODY, "SorcererBallPop", 1, ATTN_NONE); self->flags &= ~MF_NOGRAVITY; self->gravity = FRACUNIT/8; - self->velx = ((pr_heresiarch()%10)-5) << FRACBITS; - self->vely = ((pr_heresiarch()%10)-5) << FRACBITS; - self->velz = (2+(pr_heresiarch()%3)) << FRACBITS; + self->vel.x = ((pr_heresiarch()%10)-5) << FRACBITS; + self->vel.y = ((pr_heresiarch()%10)-5) << FRACBITS; + self->vel.z = (2+(pr_heresiarch()%3)) << FRACBITS; self->special2 = 4*FRACUNIT; // Initial bounce factor self->args[4] = BOUNCE_TIME_UNIT; // Bounce time unit self->args[3] = 5; // Bounce time in seconds diff --git a/src/g_hexen/a_hexenspecialdecs.cpp b/src/g_hexen/a_hexenspecialdecs.cpp index 76a012b3e..2e9304cdc 100644 --- a/src/g_hexen/a_hexenspecialdecs.cpp +++ b/src/g_hexen/a_hexenspecialdecs.cpp @@ -66,9 +66,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_PotteryExplode) if (mo) { mo->SetState (mo->SpawnState + (pr_pottery()%5)); - mo->velz = ((pr_pottery()&7)+5)*(3*FRACUNIT/4); - mo->velx = (pr_pottery.Random2())<<(FRACBITS-6); - mo->vely = (pr_pottery.Random2())<<(FRACBITS-6); + mo->vel.z = ((pr_pottery()&7)+5)*(3*FRACUNIT/4); + mo->vel.x = (pr_pottery.Random2())<<(FRACBITS-6); + mo->vel.y = (pr_pottery.Random2())<<(FRACBITS-6); } } S_Sound (mo, CHAN_BODY, "PotteryExplode", 1, ATTN_NORM); @@ -180,9 +180,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CorpseExplode) if (mo) { mo->SetState (mo->SpawnState + (pr_foo()%3)); - mo->velz = ((pr_foo()&7)+5)*(3*FRACUNIT/4); - mo->velx = pr_foo.Random2()<<(FRACBITS-6); - mo->vely = pr_foo.Random2()<<(FRACBITS-6); + mo->vel.z = ((pr_foo()&7)+5)*(3*FRACUNIT/4); + mo->vel.x = pr_foo.Random2()<<(FRACBITS-6); + mo->vel.y = pr_foo.Random2()<<(FRACBITS-6); } } // Spawn a skull @@ -190,9 +190,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CorpseExplode) if (mo) { mo->SetState (mo->SpawnState + 3); - mo->velz = ((pr_foo()&7)+5)*(3*FRACUNIT/4); - mo->velx = pr_foo.Random2()<<(FRACBITS-6); - mo->vely = pr_foo.Random2()<<(FRACBITS-6); + mo->vel.z = ((pr_foo()&7)+5)*(3*FRACUNIT/4); + mo->vel.x = pr_foo.Random2()<<(FRACBITS-6); + mo->vel.y = pr_foo.Random2()<<(FRACBITS-6); } S_Sound (self, CHAN_BODY, self->DeathSound, 1, ATTN_IDLE); self->Destroy (); @@ -242,7 +242,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LeafThrust) if (pr_leafthrust() <= 96) { - self->velz += (pr_leafthrust()<<9)+FRACUNIT; + self->vel.z += (pr_leafthrust()<<9)+FRACUNIT; } return 0; } @@ -266,14 +266,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_LeafCheck) angle_t ang = self->target ? self->target->angle : self->angle; if (pr_leafcheck() > 64) { - if (!self->velx && !self->vely) + if (!self->vel.x && !self->vel.y) { P_ThrustMobj (self, ang, (pr_leafcheck()<<9)+FRACUNIT); } return 0; } self->SetState (self->SpawnState + 7); - self->velz = (pr_leafcheck()<<9)+FRACUNIT; + self->vel.z = (pr_leafcheck()<<9)+FRACUNIT; P_ThrustMobj (self, ang, (pr_leafcheck()<<9)+2*FRACUNIT); self->flags |= MF_MISSILE; return 0; @@ -315,9 +315,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SoAExplode) if (mo) { mo->SetState (mo->SpawnState + i); - mo->velz = ((pr_soaexplode()&7)+5)*FRACUNIT; - mo->velx = pr_soaexplode.Random2()<<(FRACBITS-6); - mo->vely = pr_soaexplode.Random2()<<(FRACBITS-6); + mo->vel.z = ((pr_soaexplode()&7)+5)*FRACUNIT; + mo->vel.x = pr_soaexplode.Random2()<<(FRACBITS-6); + mo->vel.y = pr_soaexplode.Random2()<<(FRACBITS-6); } } // Spawn an item? diff --git a/src/g_hexen/a_iceguy.cpp b/src/g_hexen/a_iceguy.cpp index 63eb6815a..babc14f8f 100644 --- a/src/g_hexen/a_iceguy.cpp +++ b/src/g_hexen/a_iceguy.cpp @@ -71,9 +71,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyChase) 60 * FRACUNIT), ALLOW_REPLACE); if (mo) { - mo->velx = self->velx; - mo->vely = self->vely; - mo->velz = self->velz; + mo->vel.x = self->vel.x; + mo->vel.y = self->vel.y; + mo->vel.z = self->vel.z; mo->target = self; } } @@ -110,9 +110,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyDie) { PARAM_ACTION_PROLOGUE; - self->velx = 0; - self->vely = 0; - self->velz = 0; + self->vel.x = 0; + self->vel.y = 0; + self->vel.z = 0; self->height = self->GetDefault()->height; CALL_ACTION(A_FreezeDeathChunks, self); return 0; diff --git a/src/g_hexen/a_korax.cpp b/src/g_hexen/a_korax.cpp index 162ee205f..fdcf95365 100644 --- a/src/g_hexen/a_korax.cpp +++ b/src/g_hexen/a_korax.cpp @@ -387,8 +387,8 @@ void A_KSpiritSeeker (AActor *actor, angle_t thresh, angle_t turnMax) actor->angle -= delta; } angle = actor->angle>>ANGLETOFINESHIFT; - actor->velx = FixedMul (actor->Speed, finecosine[angle]); - actor->vely = FixedMul (actor->Speed, finesine[angle]); + actor->vel.x = FixedMul (actor->Speed, finecosine[angle]); + actor->vel.y = FixedMul (actor->Speed, finesine[angle]); if (!(level.time&15) || actor->Z() > target->Z()+(target->GetDefault()->height) @@ -412,7 +412,7 @@ void A_KSpiritSeeker (AActor *actor, angle_t thresh, angle_t turnMax) { dist = 1; } - actor->velz = deltaZ/dist; + actor->vel.z = deltaZ/dist; } return; } @@ -520,13 +520,13 @@ AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z, } th->angle = an; an >>= ANGLETOFINESHIFT; - th->velx = FixedMul (th->Speed, finecosine[an]); - th->vely = FixedMul (th->Speed, finesine[an]); + th->vel.x = FixedMul (th->Speed, finecosine[an]); + th->vel.y = FixedMul (th->Speed, finesine[an]); dist = dest->AproxDistance (th) / th->Speed; if (dist < 1) { dist = 1; } - th->velz = (dest->Z()-z+(30*FRACUNIT))/dist; + th->vel.z = (dest->Z()-z+(30*FRACUNIT))/dist; return (P_CheckMissileSpawn(th, source->radius) ? th : NULL); } diff --git a/src/g_hexen/a_magecone.cpp b/src/g_hexen/a_magecone.cpp index 43ed1dddc..69cc31f4f 100644 --- a/src/g_hexen/a_magecone.cpp +++ b/src/g_hexen/a_magecone.cpp @@ -134,7 +134,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard) { mo->special1 = SHARDSPAWN_LEFT; mo->special2 = spermcount; - mo->velz = self->velz; + mo->vel.z = self->vel.z; mo->args[0] = (spermcount==3)?2:0; } } @@ -146,7 +146,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard) { mo->special1 = SHARDSPAWN_RIGHT; mo->special2 = spermcount; - mo->velz = self->velz; + mo->vel.z = self->vel.z; mo->args[0] = (spermcount==3)?2:0; } } @@ -156,7 +156,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard) 0, (15+2*spermcount)<target); if (mo) { - mo->velz = self->velz; + mo->vel.z = self->vel.z; if (spermcount & 1) // Every other reproduction mo->special1 = SHARDSPAWN_UP | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT; else @@ -171,7 +171,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard) 0, (15+2*spermcount)<target); if (mo) { - mo->velz = self->velz; + mo->vel.z = self->vel.z; if (spermcount & 1) // Every other reproduction mo->special1 = SHARDSPAWN_DOWN | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT; else diff --git a/src/g_hexen/a_magelightning.cpp b/src/g_hexen/a_magelightning.cpp index f286eccda..2c9b0d8c1 100644 --- a/src/g_hexen/a_magelightning.cpp +++ b/src/g_hexen/a_magelightning.cpp @@ -42,8 +42,8 @@ int ALightning::SpecialMissileHit (AActor *thing) { if (thing->Mass != INT_MAX) { - thing->velx += velx>>4; - thing->vely += vely>>4; + thing->vel.x += vel.x>>4; + thing->vel.y += vel.y>>4; } if ((!thing->player && !(thing->flags2&MF2_BOSS)) || !(level.time&1)) @@ -196,8 +196,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightningClip) else { self->angle = self->AngleTo(target); - self->velx = 0; - self->vely = 0; + self->vel.x = 0; + self->vel.y = 0; P_ThrustMobj (self, self->angle, self->Speed>>1); } } @@ -247,16 +247,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightningZap) if (mo) { mo->lastenemy = self; - mo->velx = self->velx; - mo->vely = self->vely; + mo->vel.x = self->vel.x; + mo->vel.y = self->vel.y; mo->target = self->target; if (self->flags3 & MF3_FLOORHUGGER) { - mo->velz = 20*FRACUNIT; + mo->vel.z = 20*FRACUNIT; } else { - mo->velz = -20*FRACUNIT; + mo->vel.z = -20*FRACUNIT; } } if ((self->flags3 & MF3_FLOORHUGGER) && pr_zapf() < 160) @@ -328,8 +328,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_ZapMimic) } else { - self->velx = mo->velx; - self->vely = mo->vely; + self->vel.x = mo->vel.x; + self->vel.y = mo->vel.y; } } return 0; @@ -356,7 +356,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LastZap) if (mo) { mo->SetState (mo->FindState (NAME_Death)); - mo->velz = 40*FRACUNIT; + mo->vel.z = 40*FRACUNIT; mo->Damage = NULL; } return 0; diff --git a/src/g_hexen/a_pig.cpp b/src/g_hexen/a_pig.cpp index 0d5f88d64..4d3201ac4 100644 --- a/src/g_hexen/a_pig.cpp +++ b/src/g_hexen/a_pig.cpp @@ -35,7 +35,7 @@ void APigPlayer::MorphPlayerThink () { return; } - if(!(velx | vely) && pr_pigplayerthink() < 64) + if(!(vel.x | vel.y) && pr_pigplayerthink() < 64) { // Snout sniff if (player->ReadyWeapon != NULL) { @@ -101,7 +101,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PigPain) CALL_ACTION(A_Pain, self); if (self->Z() <= self->floorz) { - self->velz = FRACUNIT*7/2; + self->vel.z = FRACUNIT*7/2; } return 0; } diff --git a/src/g_hexen/a_serpent.cpp b/src/g_hexen/a_serpent.cpp index 1a98e8290..07863edd7 100644 --- a/src/g_hexen/a_serpent.cpp +++ b/src/g_hexen/a_serpent.cpp @@ -236,8 +236,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentSpawnGibs) self->floorz+FRACUNIT, ALLOW_REPLACE); if (mo) { - mo->velx = (pr_serpentgibs()-128)<<6; - mo->vely = (pr_serpentgibs()-128)<<6; + mo->vel.x = (pr_serpentgibs()-128)<<6; + mo->vel.y = (pr_serpentgibs()-128)<<6; mo->floorclip = 6*FRACUNIT; } } diff --git a/src/g_hexen/a_summon.cpp b/src/g_hexen/a_summon.cpp index 7642ebb68..d50682dc9 100644 --- a/src/g_hexen/a_summon.cpp +++ b/src/g_hexen/a_summon.cpp @@ -36,7 +36,7 @@ bool AArtiDarkServant::Use (bool pickup) { mo->target = Owner; mo->tracer = Owner; - mo->velz = 5*FRACUNIT; + mo->vel.z = 5*FRACUNIT; } return true; } diff --git a/src/g_hexen/a_teleportother.cpp b/src/g_hexen/a_teleportother.cpp index 09d5f50a4..3daca2103 100644 --- a/src/g_hexen/a_teleportother.cpp +++ b/src/g_hexen/a_teleportother.cpp @@ -57,9 +57,9 @@ static void TeloSpawn (AActor *source, const char *type) fx->special1 = TELEPORT_LIFE; // Lifetime countdown fx->angle = source->angle; fx->target = source->target; - fx->velx = source->velx >> 1; - fx->vely = source->vely >> 1; - fx->velz = source->velz >> 1; + fx->vel.x = source->vel.x >> 1; + fx->vel.y = source->vel.y >> 1; + fx->vel.z = source->vel.z >> 1; } } diff --git a/src/g_hexen/a_wraith.cpp b/src/g_hexen/a_wraith.cpp index 9cad59338..44aa2c308 100644 --- a/src/g_hexen/a_wraith.cpp +++ b/src/g_hexen/a_wraith.cpp @@ -135,10 +135,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_WraithFX2) { angle = self->angle-(pr_wraithfx2()<<22); } - mo->velz = 0; - mo->velx = FixedMul((pr_wraithfx2()<<7)+FRACUNIT, + mo->vel.z = 0; + mo->vel.x = FixedMul((pr_wraithfx2()<<7)+FRACUNIT, finecosine[angle>>ANGLETOFINESHIFT]); - mo->vely = FixedMul((pr_wraithfx2()<<7)+FRACUNIT, + mo->vel.y = FixedMul((pr_wraithfx2()<<7)+FRACUNIT, finesine[angle>>ANGLETOFINESHIFT]); mo->target = self; mo->floorclip = 10*FRACUNIT; diff --git a/src/g_level.cpp b/src/g_level.cpp index 7827121d7..844311092 100644 --- a/src/g_level.cpp +++ b/src/g_level.cpp @@ -1244,9 +1244,9 @@ void G_FinishTravel () pawn->pitch = pawndup->pitch; } pawn->SetXYZ(pawndup->X(), pawndup->Y(), pawndup->Z()); - pawn->velx = pawndup->velx; - pawn->vely = pawndup->vely; - pawn->velz = pawndup->velz; + pawn->vel.x = pawndup->vel.x; + pawn->vel.y = pawndup->vel.y; + pawn->vel.z = pawndup->vel.z; pawn->Sector = pawndup->Sector; pawn->floorz = pawndup->floorz; pawn->ceilingz = pawndup->ceilingz; diff --git a/src/g_raven/a_minotaur.cpp b/src/g_raven/a_minotaur.cpp index 1cf90a381..8bd648f66 100644 --- a/src/g_raven/a_minotaur.cpp +++ b/src/g_raven/a_minotaur.cpp @@ -211,8 +211,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDecide) } A_FaceTarget (self); angle = self->angle>>ANGLETOFINESHIFT; - self->velx = FixedMul (MNTR_CHARGE_SPEED, finecosine[angle]); - self->vely = FixedMul (MNTR_CHARGE_SPEED, finesine[angle]); + self->vel.x = FixedMul (MNTR_CHARGE_SPEED, finecosine[angle]); + self->vel.y = FixedMul (MNTR_CHARGE_SPEED, finesine[angle]); self->special1 = TICRATE/2; // Charge duration } else if (target->Z() == target->floorz @@ -260,7 +260,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurCharge) type = PClass::FindActor("PunchPuff"); } puff = Spawn (type, self->Pos(), ALLOW_REPLACE); - puff->velz = 2*FRACUNIT; + puff->vel.z = 2*FRACUNIT; self->special1--; } else @@ -286,7 +286,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk2) AActor *mo; angle_t angle; - fixed_t velz; + fixed_t vz; fixed_t z; bool friendly = !!(self->flags5 & MF5_SUMMONEDMONSTER); @@ -311,12 +311,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk2) if (mo != NULL) { // S_Sound (mo, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM); - velz = mo->velz; + vz = mo->vel.z; angle = mo->angle; - P_SpawnMissileAngleZ (self, z, fx, angle-(ANG45/8), velz); - P_SpawnMissileAngleZ (self, z, fx, angle+(ANG45/8), velz); - P_SpawnMissileAngleZ (self, z, fx, angle-(ANG45/16), velz); - P_SpawnMissileAngleZ (self, z, fx, angle+(ANG45/16), velz); + P_SpawnMissileAngleZ (self, z, fx, angle-(ANG45/8), vz); + P_SpawnMissileAngleZ (self, z, fx, angle+(ANG45/8), vz); + P_SpawnMissileAngleZ (self, z, fx, angle-(ANG45/16), vz); + P_SpawnMissileAngleZ (self, z, fx, angle+(ANG45/16), vz); } } return 0; @@ -398,7 +398,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MntrFloorFire) (pr_fire.Random2 () << 10)); mo = Spawn("MinotaurFX3", pos.x, pos.y, self->floorz, ALLOW_REPLACE); mo->target = self->target; - mo->velx = 1; // Force block checking + mo->vel.x = 1; // Force block checking P_CheckMissileSpawn (mo, self->radius); return 0; } @@ -418,8 +418,8 @@ void P_MinotaurSlam (AActor *source, AActor *target) angle = source->AngleTo(target); angle >>= ANGLETOFINESHIFT; thrust = 16*FRACUNIT+(pr_minotaurslam()<<10); - target->velx += FixedMul (thrust, finecosine[angle]); - target->vely += FixedMul (thrust, finesine[angle]); + target->vel.x += FixedMul (thrust, finecosine[angle]); + target->vel.y += FixedMul (thrust, finesine[angle]); damage = pr_minotaurslam.HitDice (static_cast(source) ? 4 : 6); int newdam = P_DamageMobj (target, NULL, NULL, damage, NAME_Melee); P_TraceBleed (newdam > 0 ? newdam : damage, target, angle, 0); diff --git a/src/g_shared/a_action.cpp b/src/g_shared/a_action.cpp index 4cbb3f830..29335e618 100644 --- a/src/g_shared/a_action.cpp +++ b/src/g_shared/a_action.cpp @@ -274,12 +274,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks) int numChunks; AActor *mo; - if ((self->velx || self->vely || self->velz) && !(self->flags6 & MF6_SHATTERING)) + if ((self->vel.x || self->vel.y || self->vel.z) && !(self->flags6 & MF6_SHATTERING)) { self->tics = 3*TICRATE; return 0; } - self->velx = self->vely = self->velz = 0; + self->vel.x = self->vel.y = self->vel.z = 0; S_Sound (self, CHAN_BODY, "misc/icebreak", 1, ATTN_NORM); // [RH] In Hexen, this creates a random number of shards (range [24,56]) @@ -298,9 +298,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks) if (mo) { mo->SetState (mo->SpawnState + (pr_freeze()%3)); - mo->velz = FixedDiv(mo->Z() - self->Z(), self->height)<<2; - mo->velx = pr_freeze.Random2 () << (FRACBITS-7); - mo->vely = pr_freeze.Random2 () << (FRACBITS-7); + mo->vel.z = FixedDiv(mo->Z() - self->Z(), self->height)<<2; + mo->vel.x = pr_freeze.Random2 () << (FRACBITS-7); + mo->vel.y = pr_freeze.Random2 () << (FRACBITS-7); CALL_ACTION(A_IceSetTics, mo); // set a random tic wait mo->RenderStyle = self->RenderStyle; mo->alpha = self->alpha; @@ -311,9 +311,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks) AActor *head = Spawn("IceChunkHead", self->PosPlusZ(self->player->mo->ViewHeight), ALLOW_REPLACE); if (head != NULL) { - head->velz = FixedDiv(head->Z() - self->Z(), self->height)<<2; - head->velx = pr_freeze.Random2 () << (FRACBITS-7); - head->vely = pr_freeze.Random2 () << (FRACBITS-7); + head->vel.z = FixedDiv(head->Z() - self->Z(), self->height)<<2; + head->vel.x = pr_freeze.Random2 () << (FRACBITS-7); + head->vel.y = pr_freeze.Random2 () << (FRACBITS-7); head->health = self->health; head->angle = self->angle; if (head->IsKindOf(RUNTIME_CLASS(APlayerPawn))) diff --git a/src/g_shared/a_artifacts.cpp b/src/g_shared/a_artifacts.cpp index e224bd4b4..25646ba35 100644 --- a/src/g_shared/a_artifacts.cpp +++ b/src/g_shared/a_artifacts.cpp @@ -981,9 +981,9 @@ void APowerFlight::InitEffect () Owner->flags |= MF_NOGRAVITY; if (Owner->Z() <= Owner->floorz) { - Owner->velz = 4*FRACUNIT; // thrust the player in the air a bit + Owner->vel.z = 4*FRACUNIT; // thrust the player in the air a bit } - if (Owner->velz <= -35*FRACUNIT) + if (Owner->vel.z <= -35*FRACUNIT) { // stop falling scream S_StopSound (Owner, CHAN_VOICE); } @@ -1261,7 +1261,7 @@ void APowerSpeed::DoEffect () } } - if (P_AproxDistance (Owner->velx, Owner->vely) <= 12*FRACUNIT) + if (P_AproxDistance (Owner->vel.x, Owner->vel.y) <= 12*FRACUNIT) return; AActor *speedMo = Spawn (Owner->Pos(), NO_REPLACE); diff --git a/src/g_shared/a_debris.cpp b/src/g_shared/a_debris.cpp index d4323e4b5..b5785eb9e 100644 --- a/src/g_shared/a_debris.cpp +++ b/src/g_shared/a_debris.cpp @@ -15,7 +15,7 @@ public: { if (!Super::FloorBounceMissile (plane)) { - if (abs (velz) < (FRACUNIT/2)) + if (abs (vel.z) < (FRACUNIT/2)) { Destroy (); } @@ -45,7 +45,7 @@ void P_SpawnDirt (AActor *actor, fixed_t radius) mo = Spawn (dtype, pos, ALLOW_REPLACE); if (mo) { - mo->velz = pr_dirt()<<10; + mo->vel.z = pr_dirt()<<10; } } } diff --git a/src/g_shared/a_fastprojectile.cpp b/src/g_shared/a_fastprojectile.cpp index 726446de2..bf35157b3 100644 --- a/src/g_shared/a_fastprojectile.cpp +++ b/src/g_shared/a_fastprojectile.cpp @@ -47,7 +47,7 @@ void AFastProjectile::Tick () int count = 8; if (radius > 0) { - while ( ((abs(velx) >> shift) > radius) || ((abs(vely) >> shift) > radius)) + while ( ((abs(vel.x) >> shift) > radius) || ((abs(vel.y) >> shift) > radius)) { // we need to take smaller steps. shift++; @@ -56,11 +56,11 @@ void AFastProjectile::Tick () } // Handle movement - if (velx || vely || (Z() != floorz) || velz) + if (vel.x || vel.y || (Z() != floorz) || vel.z) { - xfrac = velx >> shift; - yfrac = vely >> shift; - zfrac = velz >> shift; + xfrac = vel.x >> shift; + yfrac = vel.y >> shift; + zfrac = vel.z >> shift; changexy = xfrac || yfrac; int ripcount = count >> 3; for (i = 0; i < count; i++) diff --git a/src/g_shared/a_morph.cpp b/src/g_shared/a_morph.cpp index f0ab4539f..acd5f6f5c 100644 --- a/src/g_shared/a_morph.cpp +++ b/src/g_shared/a_morph.cpp @@ -120,7 +120,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp p->MorphExitFlash = (exit_flash) ? exit_flash : RUNTIME_CLASS(ATeleportFog); p->health = morphed->health; p->mo = morphed; - p->velx = p->vely = 0; + p->vel.x = p->vel.y = 0; morphed->ObtainInventory (actor); // Remove all armor for (item = morphed->Inventory; item != NULL; ) @@ -227,11 +227,11 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, mo->player = player; mo->reactiontime = 18; mo->flags = ActorFlags::FromInt (pmo->special2) & ~MF_JUSTHIT; - mo->velx = 0; - mo->vely = 0; - player->velx = 0; - player->vely = 0; - mo->velz = pmo->velz; + mo->vel.x = 0; + mo->vel.y = 0; + player->vel.x = 0; + player->vel.y = 0; + mo->vel.z = pmo->vel.z; if (!(pmo->special2 & MF_JUSTHIT)) { mo->renderflags &= ~RF_INVISIBLE; @@ -461,9 +461,9 @@ bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force) if (!(beast->FlagsSave & MF_JUSTHIT)) actor->renderflags &= ~RF_INVISIBLE; actor->health = actor->SpawnHealth(); - actor->velx = beast->velx; - actor->vely = beast->vely; - actor->velz = beast->velz; + actor->vel.x = beast->vel.x; + actor->vel.y = beast->vel.y; + actor->vel.z = beast->vel.z; actor->tid = beast->tid; actor->special = beast->special; actor->Score = beast->Score; diff --git a/src/g_shared/a_quake.cpp b/src/g_shared/a_quake.cpp index 205d43ea2..e75a084c5 100644 --- a/src/g_shared/a_quake.cpp +++ b/src/g_shared/a_quake.cpp @@ -150,8 +150,8 @@ void DEarthquake::Tick () an >>= ANGLETOFINESHIFT; // So this is actually completely wrong, but it ought to be good // enough. Otherwise, I'd have to use tangents and square roots. - victim->velx += FixedMul(m_IntensityX << (FRACBITS-1), finecosine[an]); - victim->vely += FixedMul(m_IntensityY << (FRACBITS-1), finesine[an]); + victim->vel.x += FixedMul(m_IntensityX << (FRACBITS-1), finecosine[an]); + victim->vel.y += FixedMul(m_IntensityY << (FRACBITS-1), finesine[an]); } } } diff --git a/src/g_shared/a_randomspawner.cpp b/src/g_shared/a_randomspawner.cpp index 92758aa6b..5784197a2 100644 --- a/src/g_shared/a_randomspawner.cpp +++ b/src/g_shared/a_randomspawner.cpp @@ -175,9 +175,9 @@ class ARandomSpawner : public AActor newmobj->SpawnFlags = SpawnFlags; newmobj->tid = tid; newmobj->AddToHash(); - newmobj->velx = velx; - newmobj->vely = vely; - newmobj->velz = velz; + newmobj->vel.x = vel.x; + newmobj->vel.y = vel.y; + newmobj->vel.z = vel.z; newmobj->master = master; // For things such as DamageMaster/DamageChildren, transfer mastery. newmobj->target = target; newmobj->tracer = tracer; diff --git a/src/g_strife/a_alienspectres.cpp b/src/g_strife/a_alienspectres.cpp index 361b84509..53ab1b42a 100644 --- a/src/g_strife/a_alienspectres.cpp +++ b/src/g_strife/a_alienspectres.cpp @@ -29,12 +29,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkSmall) int t; t = pr_spectrechunk() & 15; - foo->velx = (t - (pr_spectrechunk() & 7)) << FRACBITS; + foo->vel.x = (t - (pr_spectrechunk() & 7)) << FRACBITS; t = pr_spectrechunk() & 15; - foo->vely = (t - (pr_spectrechunk() & 7)) << FRACBITS; + foo->vel.y = (t - (pr_spectrechunk() & 7)) << FRACBITS; - foo->velz = (pr_spectrechunk() & 15) << FRACBITS; + foo->vel.z = (pr_spectrechunk() & 15) << FRACBITS; } return 0; } @@ -50,12 +50,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkLarge) int t; t = pr_spectrechunk() & 7; - foo->velx = (t - (pr_spectrechunk() & 15)) << FRACBITS; + foo->vel.x = (t - (pr_spectrechunk() & 15)) << FRACBITS; t = pr_spectrechunk() & 7; - foo->vely = (t - (pr_spectrechunk() & 15)) << FRACBITS; + foo->vel.y = (t - (pr_spectrechunk() & 15)) << FRACBITS; - foo->velz = (pr_spectrechunk() & 7) << FRACBITS; + foo->vel.z = (pr_spectrechunk() & 7) << FRACBITS; } return 0; } @@ -69,7 +69,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Spectre3Attack) AActor *foo = Spawn("SpectralLightningV2", self->PosPlusZ(32*FRACUNIT), ALLOW_REPLACE); - foo->velz = -12*FRACUNIT; + foo->vel.z = -12*FRACUNIT; foo->target = self; foo->FriendPlayer = 0; foo->tracer = self->target; diff --git a/src/g_strife/a_crusader.cpp b/src/g_strife/a_crusader.cpp index 9a9ce791b..a7b2ac23c 100644 --- a/src/g_strife/a_crusader.cpp +++ b/src/g_strife/a_crusader.cpp @@ -57,7 +57,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepLeft) AActor *misl = P_SpawnMissileZAimed (self, self->Z() + 48*FRACUNIT, self->target, PClass::FindActor("FastFlameMissile")); if (misl != NULL) { - misl->velz += FRACUNIT; + misl->vel.z += FRACUNIT; } return 0; } @@ -70,7 +70,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepRight) AActor *misl = P_SpawnMissileZAimed (self, self->Z() + 48*FRACUNIT, self->target, PClass::FindActor("FastFlameMissile")); if (misl != NULL) { - misl->velz += FRACUNIT; + misl->vel.z += FRACUNIT; } return 0; } diff --git a/src/g_strife/a_entityboss.cpp b/src/g_strife/a_entityboss.cpp index 3f36d583d..3195d3813 100644 --- a/src/g_strife/a_entityboss.cpp +++ b/src/g_strife/a_entityboss.cpp @@ -83,7 +83,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnEntity) { entity->angle = self->angle; entity->CopyFriendliness(self, true); - entity->velz = 5*FRACUNIT; + entity->vel.z = 5*FRACUNIT; entity->tracer = self; } return 0; @@ -108,16 +108,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_EntityDeath) //second->target = self->target; A_FaceTarget (second); an = second->angle >> ANGLETOFINESHIFT; - second->velx += FixedMul (finecosine[an], 320000); - second->vely += FixedMul (finesine[an], 320000); + second->vel.x += FixedMul (finecosine[an], 320000); + second->vel.y += FixedMul (finesine[an], 320000); pos = spot->Vec3Angle(secondRadius, self->angle + ANGLE_90, self->tracer? 70*FRACUNIT : 0); an = (self->angle + ANGLE_90) >> ANGLETOFINESHIFT; second = Spawn("EntitySecond", pos, ALLOW_REPLACE); second->CopyFriendliness(self, true); //second->target = self->target; - second->velx = FixedMul (secondRadius, finecosine[an]) << 2; - second->vely = FixedMul (secondRadius, finesine[an]) << 2; + second->vel.x = FixedMul (secondRadius, finecosine[an]) << 2; + second->vel.y = FixedMul (secondRadius, finesine[an]) << 2; A_FaceTarget (second); pos = spot->Vec3Angle(secondRadius, self->angle - ANGLE_90, self->tracer? 70*FRACUNIT : 0); @@ -125,8 +125,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_EntityDeath) second = Spawn("EntitySecond", pos, ALLOW_REPLACE); second->CopyFriendliness(self, true); //second->target = self->target; - second->velx = FixedMul (secondRadius, finecosine[an]) << 2; - second->vely = FixedMul (secondRadius, finesine[an]) << 2; + second->vel.x = FixedMul (secondRadius, finecosine[an]) << 2; + second->vel.y = FixedMul (secondRadius, finesine[an]) << 2; A_FaceTarget (second); return 0; } diff --git a/src/g_strife/a_inquisitor.cpp b/src/g_strife/a_inquisitor.cpp index a87e2403e..8a44add95 100644 --- a/src/g_strife/a_inquisitor.cpp +++ b/src/g_strife/a_inquisitor.cpp @@ -66,13 +66,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorAttack) proj = P_SpawnMissileZAimed (self, self->Z(), self->target, PClass::FindActor("InquisitorShot")); if (proj != NULL) { - proj->velz += 9*FRACUNIT; + proj->vel.z += 9*FRACUNIT; } self->angle += ANGLE_45/16; proj = P_SpawnMissileZAimed (self, self->Z(), self->target, PClass::FindActor("InquisitorShot")); if (proj != NULL) { - proj->velz += 16*FRACUNIT; + proj->vel.z += 16*FRACUNIT; } self->AddZ(-32*FRACUNIT); return 0; @@ -94,15 +94,15 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump) A_FaceTarget (self); an = self->angle >> ANGLETOFINESHIFT; speed = self->Speed * 2/3; - self->velx += FixedMul (speed, finecosine[an]); - self->vely += FixedMul (speed, finesine[an]); + self->vel.x += FixedMul (speed, finecosine[an]); + self->vel.y += FixedMul (speed, finesine[an]); dist = self->AproxDistance (self->target); dist /= speed; if (dist < 1) { dist = 1; } - self->velz = (self->target->Z() - self->Z()) / dist; + self->vel.z = (self->target->Z() - self->Z()) / dist; self->reactiontime = 60; self->flags |= MF_NOGRAVITY; return 0; @@ -114,8 +114,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorCheckLand) self->reactiontime--; if (self->reactiontime < 0 || - self->velx == 0 || - self->vely == 0 || + self->vel.x == 0 || + self->vel.y == 0 || self->Z() <= self->floorz) { self->SetState (self->SeeState); @@ -137,9 +137,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_TossArm) AActor *foo = Spawn("InquisitorArm", self->PosPlusZ(24*FRACUNIT), ALLOW_REPLACE); foo->angle = self->angle - ANGLE_90 + (pr_inq.Random2() << 22); - foo->velx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]) >> 3; - foo->vely = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]) >> 3; - foo->velz = pr_inq() << 10; + foo->vel.x = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]) >> 3; + foo->vel.y = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]) >> 3; + foo->vel.z = pr_inq() << 10; return 0; } diff --git a/src/g_strife/a_loremaster.cpp b/src/g_strife/a_loremaster.cpp index dbc916d41..5b2f7fd90 100644 --- a/src/g_strife/a_loremaster.cpp +++ b/src/g_strife/a_loremaster.cpp @@ -30,9 +30,9 @@ int ALoreShot::DoSpecialDamage (AActor *victim, int damage, FName damagetype) thrust.MakeUnit(); thrust *= double((255*50*FRACUNIT) / (victim->Mass ? victim->Mass : 1)); - victim->velx += fixed_t(thrust.X); - victim->vely += fixed_t(thrust.Y); - victim->velz += fixed_t(thrust.Z); + victim->vel.x += fixed_t(thrust.X); + victim->vel.y += fixed_t(thrust.Y); + victim->vel.z += fixed_t(thrust.Z); } return damage; } @@ -43,7 +43,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LoremasterChain) S_Sound (self, CHAN_BODY, "loremaster/active", 1, ATTN_NORM); Spawn("LoreShot2", self->Pos(), ALLOW_REPLACE); - Spawn("LoreShot2", self->Vec3Offset(-(self->velx >> 1), -(self->vely >> 1), -(self->velz >> 1)), ALLOW_REPLACE); - Spawn("LoreShot2", self->Vec3Offset(-self->velx, -self->vely, -self->velz), ALLOW_REPLACE); + Spawn("LoreShot2", self->Vec3Offset(-(self->vel.x >> 1), -(self->vel.y >> 1), -(self->vel.z >> 1)), ALLOW_REPLACE); + Spawn("LoreShot2", self->Vec3Offset(-self->vel.x, -self->vel.y, -self->vel.z), ALLOW_REPLACE); return 0; } diff --git a/src/g_strife/a_programmer.cpp b/src/g_strife/a_programmer.cpp index 1c2880a15..214641e03 100644 --- a/src/g_strife/a_programmer.cpp +++ b/src/g_strife/a_programmer.cpp @@ -134,9 +134,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnProgrammerBase) if (foo != NULL) { foo->angle = self->angle + ANGLE_180 + (pr_prog.Random2() << 22); - foo->velx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]); - foo->vely = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]); - foo->velz = pr_prog() << 9; + foo->vel.x = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]); + foo->vel.y = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]); + foo->vel.z = pr_prog() << 9; } return 0; } diff --git a/src/g_strife/a_sentinel.cpp b/src/g_strife/a_sentinel.cpp index d2fa324af..21eaa9993 100644 --- a/src/g_strife/a_sentinel.cpp +++ b/src/g_strife/a_sentinel.cpp @@ -17,7 +17,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelBob) if (self->flags & MF_INFLOAT) { - self->velz = 0; + self->vel.z = 0; return 0; } if (self->threshold != 0) @@ -31,11 +31,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelBob) } if (minz < self->Z()) { - self->velz -= FRACUNIT; + self->vel.z -= FRACUNIT; } else { - self->velz += FRACUNIT; + self->vel.z += FRACUNIT; } self->reactiontime = (minz >= self->Z()) ? 4 : 0; return 0; @@ -55,22 +55,22 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack) missile = P_SpawnMissileZAimed (self, self->Z() + 32*FRACUNIT, self->target, PClass::FindActor("SentinelFX2")); - if (missile != NULL && (missile->velx | missile->vely) != 0) + if (missile != NULL && (missile->vel.x | missile->vel.y) != 0) { for (int i = 8; i > 1; --i) { trail = Spawn("SentinelFX1", - self->Vec3Angle(missile->radius*i, missile->angle, (missile->velz / 4 * i)), ALLOW_REPLACE); + self->Vec3Angle(missile->radius*i, missile->angle, (missile->vel.z / 4 * i)), ALLOW_REPLACE); if (trail != NULL) { trail->target = self; - trail->velx = missile->velx; - trail->vely = missile->vely; - trail->velz = missile->velz; + trail->vel.x = missile->vel.x; + trail->vel.y = missile->vel.y; + trail->vel.z = missile->vel.z; P_CheckMissileSpawn (trail, self->radius); } } - missile->AddZ(missile->velz >> 2); + missile->AddZ(missile->vel.z >> 2); } return 0; } diff --git a/src/g_strife/a_spectral.cpp b/src/g_strife/a_spectral.cpp index 6968184b9..b5003105c 100644 --- a/src/g_strife/a_spectral.cpp +++ b/src/g_strife/a_spectral.cpp @@ -28,7 +28,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightningTail) { PARAM_ACTION_PROLOGUE; - AActor *foo = Spawn("SpectralLightningHTail", self->Vec3Offset(-self->velx, -self->vely, 0), ALLOW_REPLACE); + AActor *foo = Spawn("SpectralLightningHTail", self->Vec3Offset(-self->vel.x, -self->vel.y, 0), ALLOW_REPLACE); foo->angle = self->angle; foo->FriendPlayer = self->FriendPlayer; @@ -63,8 +63,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightning) if (self->threshold != 0) --self->threshold; - self->velx += pr_zap5.Random2(3) << FRACBITS; - self->vely += pr_zap5.Random2(3) << FRACBITS; + self->vel.x += pr_zap5.Random2(3) << FRACBITS; + self->vel.y += pr_zap5.Random2(3) << FRACBITS; fixedvec2 pos = self->Vec2Offset( pr_zap5.Random2(3) * FRACUNIT * 50, @@ -74,13 +74,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightning) PClass::FindActor(NAME_SpectralLightningV1), pos.x, pos.y, ONCEILINGZ, ALLOW_REPLACE); flash->target = self->target; - flash->velz = -18*FRACUNIT; + flash->vel.z = -18*FRACUNIT; flash->FriendPlayer = self->FriendPlayer; flash = Spawn(NAME_SpectralLightningV2, self->X(), self->Y(), ONCEILINGZ, ALLOW_REPLACE); flash->target = self->target; - flash->velz = -18*FRACUNIT; + flash->vel.z = -18*FRACUNIT; flash->FriendPlayer = self->FriendPlayer; return 0; } @@ -123,8 +123,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer2) } exact = self->angle >> ANGLETOFINESHIFT; - self->velx = FixedMul (self->Speed, finecosine[exact]); - self->vely = FixedMul (self->Speed, finesine[exact]); + self->vel.x = FixedMul (self->Speed, finecosine[exact]); + self->vel.y = FixedMul (self->Speed, finesine[exact]); if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))) { @@ -143,13 +143,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer2) { slope = (dest->Z() + self->height*2/3 - self->Z()) / dist; } - if (slope < self->velz) + if (slope < self->vel.z) { - self->velz -= FRACUNIT/8; + self->vel.z -= FRACUNIT/8; } else { - self->velz += FRACUNIT/8; + self->vel.z += FRACUNIT/8; } } return 0; diff --git a/src/g_strife/a_strifestuff.cpp b/src/g_strife/a_strifestuff.cpp index 5c3a838fe..abbfc2300 100644 --- a/src/g_strife/a_strifestuff.cpp +++ b/src/g_strife/a_strifestuff.cpp @@ -611,9 +611,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_TossGib) an = pr_gibtosser() << 24; gib->angle = an; speed = pr_gibtosser() & 15; - gib->velx = speed * finecosine[an >> ANGLETOFINESHIFT]; - gib->vely = speed * finesine[an >> ANGLETOFINESHIFT]; - gib->velz = (pr_gibtosser() & 15) << FRACBITS; + gib->vel.x = speed * finecosine[an >> ANGLETOFINESHIFT]; + gib->vel.y = speed * finesine[an >> ANGLETOFINESHIFT]; + gib->vel.z = (pr_gibtosser() & 15) << FRACBITS; return 0; } @@ -671,8 +671,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain) fixed_t speed = (anglespeed % 10) << (FRACBITS - 4); angle_t finean = (anglespeed / 10) << (32-3); finean >>= ANGLETOFINESHIFT; - self->velx += FixedMul (speed, finecosine[finean]); - self->vely += FixedMul (speed, finesine[finean]); + self->vel.x += FixedMul (speed, finecosine[finean]); + self->vel.y += FixedMul (speed, finesine[finean]); } } return 0; @@ -722,7 +722,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DropFire) PARAM_ACTION_PROLOGUE; AActor *drop = Spawn("FireDroplet", self->PosPlusZ(24*FRACUNIT), ALLOW_REPLACE); - drop->velz = -FRACUNIT; + drop->vel.z = -FRACUNIT; P_RadiusAttack (self, self, 64, 64, NAME_Fire, 0); return 0; } diff --git a/src/g_strife/a_strifeweapons.cpp b/src/g_strife/a_strifeweapons.cpp index 0c7979aff..8129a8bfc 100644 --- a/src/g_strife/a_strifeweapons.cpp +++ b/src/g_strife/a_strifeweapons.cpp @@ -380,10 +380,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_RocketInFlight) S_Sound (self, CHAN_VOICE, "misc/missileinflight", 1, ATTN_NORM); P_SpawnPuff (self, PClass::FindActor("MiniMissilePuff"), self->Pos(), self->angle - ANGLE_180, 2, PF_HITTHING); - trail = Spawn("RocketTrail", self->Vec3Offset(-self->velx, -self->vely, 0), ALLOW_REPLACE); + trail = Spawn("RocketTrail", self->Vec3Offset(-self->vel.x, -self->vel.y, 0), ALLOW_REPLACE); if (trail != NULL) { - trail->velz = FRACUNIT; + trail->vel.z = FRACUNIT; } return 0; } @@ -401,7 +401,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FlameDie) PARAM_ACTION_PROLOGUE; self->flags |= MF_NOGRAVITY; - self->velz = (pr_flamedie() & 3) << FRACBITS; + self->vel.z = (pr_flamedie() & 3) << FRACBITS; return 0; } @@ -432,7 +432,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireFlamer) self = P_SpawnPlayerMissile (self, PClass::FindActor("FlameMissile")); if (self != NULL) { - self->velz += 5*FRACUNIT; + self->vel.z += 5*FRACUNIT; } return 0; } @@ -578,8 +578,8 @@ AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target) other->target = target; other->angle = source->angle; - other->velx = FixedMul (other->Speed, finecosine[source->angle >> ANGLETOFINESHIFT]); - other->vely = FixedMul (other->Speed, finesine[source->angle >> ANGLETOFINESHIFT]); + other->vel.x = FixedMul (other->Speed, finecosine[source->angle >> ANGLETOFINESHIFT]); + other->vel.y = FixedMul (other->Speed, finesine[source->angle >> ANGLETOFINESHIFT]); if (other->flags4 & MF4_SPECTRAL) { @@ -596,7 +596,7 @@ AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target) if (P_CheckMissileSpawn (other, source->radius)) { angle_t pitch = P_AimLineAttack (source, source->angle, 1024*FRACUNIT); - other->velz = FixedMul (-finesine[pitch>>ANGLETOFINESHIFT], other->Speed); + other->vel.z = FixedMul (-finesine[pitch>>ANGLETOFINESHIFT], other->Speed); return other; } return NULL; @@ -632,9 +632,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Burnination) { PARAM_ACTION_PROLOGUE; - self->velz -= 8*FRACUNIT; - self->velx += (pr_phburn.Random2 (3)) << FRACBITS; - self->vely += (pr_phburn.Random2 (3)) << FRACBITS; + self->vel.z -= 8*FRACUNIT; + self->vel.x += (pr_phburn.Random2 (3)) << FRACBITS; + self->vel.y += (pr_phburn.Random2 (3)) << FRACBITS; S_Sound (self, CHAN_VOICE, "world/largefire", 1, ATTN_NORM); // Only the main fire spawns more. @@ -675,9 +675,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Burnination) self->Z() + 4*FRACUNIT, ALLOW_REPLACE); if (drop != NULL) { - drop->velx = self->velx + ((pr_phburn.Random2 (7)) << FRACBITS); - drop->vely = self->vely + ((pr_phburn.Random2 (7)) << FRACBITS); - drop->velz = self->velz - FRACUNIT; + drop->vel.x = self->vel.x + ((pr_phburn.Random2 (7)) << FRACBITS); + drop->vel.y = self->vel.y + ((pr_phburn.Random2 (7)) << FRACBITS); + drop->vel.z = self->vel.z - FRACUNIT; drop->reactiontime = (pr_phburn() & 3) + 2; drop->flags |= MF_DROPPED; } @@ -728,7 +728,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade) S_Sound (grenade, CHAN_VOICE, grenade->SeeSound, 1, ATTN_NORM); } - grenade->velz = FixedMul (finetangent[FINEANGLES/4-(self->pitch>>ANGLETOFINESHIFT)], grenade->Speed) + 8*FRACUNIT; + grenade->vel.z = FixedMul (finetangent[FINEANGLES/4-(self->pitch>>ANGLETOFINESHIFT)], grenade->Speed) + 8*FRACUNIT; fixedvec2 offset; @@ -1000,8 +1000,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1) spot = Spawn("SpectralLightningSpot", self->Pos(), ALLOW_REPLACE); if (spot != NULL) { - spot->velx += 28 * finecosine[self->angle >> ANGLETOFINESHIFT]; - spot->vely += 28 * finesine[self->angle >> ANGLETOFINESHIFT]; + spot->vel.x += 28 * finecosine[self->angle >> ANGLETOFINESHIFT]; + spot->vel.y += 28 * finesine[self->angle >> ANGLETOFINESHIFT]; } } if (spot != NULL) @@ -1102,8 +1102,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4) spot = P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningBigV1")); if (spot != NULL) { - spot->velx += FixedMul (spot->Speed, finecosine[self->angle >> ANGLETOFINESHIFT]); - spot->vely += FixedMul (spot->Speed, finesine[self->angle >> ANGLETOFINESHIFT]); + spot->vel.x += FixedMul (spot->Speed, finecosine[self->angle >> ANGLETOFINESHIFT]); + spot->vel.y += FixedMul (spot->Speed, finesine[self->angle >> ANGLETOFINESHIFT]); } } return 0; diff --git a/src/g_strife/a_thingstoblowup.cpp b/src/g_strife/a_thingstoblowup.cpp index 2e405687d..55b00e6b9 100644 --- a/src/g_strife/a_thingstoblowup.cpp +++ b/src/g_strife/a_thingstoblowup.cpp @@ -112,9 +112,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightGoesOut) if (foo != NULL) { int t = pr_lightout() & 15; - foo->velx = (t - (pr_lightout() & 7)) << FRACBITS; - foo->vely = (pr_lightout.Random2() & 7) << FRACBITS; - foo->velz = (7 + (pr_lightout() & 3)) << FRACBITS; + foo->vel.x = (t - (pr_lightout() & 7)) << FRACBITS; + foo->vel.y = (pr_lightout.Random2() & 7) << FRACBITS; + foo->vel.z = (7 + (pr_lightout() & 3)) << FRACBITS; } } return 0; diff --git a/src/m_cheat.cpp b/src/m_cheat.cpp index 438a683af..25f8cfca2 100644 --- a/src/m_cheat.cpp +++ b/src/m_cheat.cpp @@ -138,7 +138,7 @@ void cht_DoCheat (player_t *player, int cheat) player->cheats &= ~CF_NOCLIP; msg = GStrings("STSTR_NCOFF"); } - if (player->mo->velx == 0) player->mo->velx = 1; // force some lateral movement so that internal variables are up to date + if (player->mo->vel.x == 0) player->mo->vel.x = 1; // force some lateral movement so that internal variables are up to date break; case CHT_NOVELOCITY: diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 3aefcb46a..f39a62ab9 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -4897,15 +4897,15 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args) case ACSF_GetActorVelX: actor = SingleActorFromTID(args[0], activator); - return actor != NULL? actor->velx : 0; + return actor != NULL? actor->vel.x : 0; case ACSF_GetActorVelY: actor = SingleActorFromTID(args[0], activator); - return actor != NULL? actor->vely : 0; + return actor != NULL? actor->vel.y : 0; case ACSF_GetActorVelZ: actor = SingleActorFromTID(args[0], activator); - return actor != NULL? actor->velz : 0; + return actor != NULL? actor->vel.z : 0; case ACSF_SetPointer: if (activator) diff --git a/src/p_conversation.cpp b/src/p_conversation.cpp index 64d37194b..77de53345 100644 --- a/src/p_conversation.cpp +++ b/src/p_conversation.cpp @@ -1091,8 +1091,8 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang return; } - pc->velx = pc->vely = 0; // Stop moving - pc->player->velx = pc->player->vely = 0; + pc->vel.x = pc->vel.y = 0; // Stop moving + pc->player->vel.x = pc->player->vel.y = 0; static_cast(pc)->PlayIdle (); pc->player->ConversationPC = pc; diff --git a/src/p_effect.cpp b/src/p_effect.cpp index 63355144d..bf1490825 100644 --- a/src/p_effect.cpp +++ b/src/p_effect.cpp @@ -279,15 +279,15 @@ void P_ThinkParticles () continue; } - fixedvec2 newxy = P_GetOffsetPosition(particle->x, particle->y, particle->velx, particle->vely); + fixedvec2 newxy = P_GetOffsetPosition(particle->x, particle->y, particle->vel.x, particle->vel.y); particle->x = newxy.x; particle->y = newxy.y; - //particle->x += particle->velx; - //particle->y += particle->vely; - particle->z += particle->velz; - particle->velx += particle->accx; - particle->vely += particle->accy; - particle->velz += particle->accz; + //particle->x += particle->vel.x; + //particle->y += particle->vel.y; + particle->z += particle->vel.z; + particle->vel.x += particle->accx; + particle->vel.y += particle->accy; + particle->vel.z += particle->accz; particle->subsector = R_PointInSubsector(particle->x, particle->y); if (!particle->subsector->sector->PortalBlocksMovement(sector_t::ceiling)) { @@ -313,7 +313,7 @@ void P_ThinkParticles () } } -void P_SpawnParticle(fixed_t x, fixed_t y, fixed_t z, fixed_t velx, fixed_t vely, fixed_t velz, PalEntry color, bool fullbright, BYTE startalpha, BYTE lifetime, WORD size, int fadestep, fixed_t accelx, fixed_t accely, fixed_t accelz) +void P_SpawnParticle(fixed_t x, fixed_t y, fixed_t z, fixed_t vx, fixed_t vy, fixed_t vz, PalEntry color, bool fullbright, BYTE startalpha, BYTE lifetime, WORD size, int fadestep, fixed_t accelx, fixed_t accely, fixed_t accelz) { particle_t *particle = NewParticle(); @@ -322,9 +322,9 @@ void P_SpawnParticle(fixed_t x, fixed_t y, fixed_t z, fixed_t velx, fixed_t vely particle->x = x; particle->y = y; particle->z = z; - particle->velx = velx; - particle->vely = vely; - particle->velz = velz; + particle->vel.x = vx; + particle->vel.y = vy; + particle->vel.z = vz; particle->color = ParticleColor(color); particle->trans = startalpha; if (fadestep < 0) fadestep = FADEFROMTTL(lifetime); @@ -379,7 +379,7 @@ particle_t *JitterParticle (int ttl, double drift) particle_t *particle = NewParticle (); if (particle) { - fixed_t *val = &particle->velx; + fixed_t *val = &particle->vel.x; int i; // Set initial velocities @@ -415,9 +415,9 @@ static void MakeFountain (AActor *actor, int color1, int color2) particle->y = pos.y; particle->z = pos.z; if (out < actor->radius/8) - particle->velz += FRACUNIT*10/3; + particle->vel.z += FRACUNIT*10/3; else - particle->velz += FRACUNIT*3; + particle->vel.z += FRACUNIT*3; particle->accz -= FRACUNIT/11; if (M_Random() < 30) { particle->size = 4; @@ -434,9 +434,9 @@ void P_RunEffect (AActor *actor, int effects) angle_t moveangle; // 512 is the limit below which R_PointToAngle2 does no longer returns usable values. - if (abs(actor->velx) > 512 || abs(actor->vely) > 512) + if (abs(actor->vel.x) > 512 || abs(actor->vel.y) > 512) { - moveangle = R_PointToAngle2(0,0,actor->velx,actor->vely); + moveangle = R_PointToAngle2(0,0,actor->vel.x,actor->vel.y); } else { @@ -453,7 +453,7 @@ void P_RunEffect (AActor *actor, int effects) fixed_t backx = - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2); fixed_t backy = - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2); - fixed_t backz = - (actor->height>>3) * (actor->velz>>16) + (2*actor->height)/3; + fixed_t backz = - (actor->height>>3) * (actor->vel.z>>16) + (2*actor->height)/3; angle_t an = (moveangle + ANG90) >> ANGLETOFINESHIFT; int speed; @@ -462,16 +462,16 @@ void P_RunEffect (AActor *actor, int effects) if (particle) { fixed_t pathdist = M_Random()<<8; fixedvec3 pos = actor->Vec3Offset( - backx - FixedMul(actor->velx, pathdist), - backy - FixedMul(actor->vely, pathdist), - backz - FixedMul(actor->velz, pathdist)); + backx - FixedMul(actor->vel.x, pathdist), + backy - FixedMul(actor->vel.y, pathdist), + backz - FixedMul(actor->vel.z, pathdist)); particle->x = pos.x; particle->y = pos.y; particle->z = pos.z; speed = (M_Random () - 128) * (FRACUNIT/200); - particle->velx += FixedMul (speed, finecosine[an]); - particle->vely += FixedMul (speed, finesine[an]); - particle->velz -= FRACUNIT/36; + particle->vel.x += FixedMul (speed, finecosine[an]); + particle->vel.y += FixedMul (speed, finesine[an]); + particle->vel.z -= FRACUNIT/36; particle->accz -= FRACUNIT/20; particle->color = yellow; particle->size = 2; @@ -481,16 +481,16 @@ void P_RunEffect (AActor *actor, int effects) if (particle) { fixed_t pathdist = M_Random()<<8; fixedvec3 pos = actor->Vec3Offset( - backx - FixedMul(actor->velx, pathdist), - backy - FixedMul(actor->vely, pathdist), - backz - FixedMul(actor->velz, pathdist) + (M_Random() << 10)); + backx - FixedMul(actor->vel.x, pathdist), + backy - FixedMul(actor->vel.y, pathdist), + backz - FixedMul(actor->vel.z, pathdist) + (M_Random() << 10)); particle->x = pos.x; particle->y = pos.y; particle->z = pos.z; speed = (M_Random () - 128) * (FRACUNIT/200); - particle->velx += FixedMul (speed, finecosine[an]); - particle->vely += FixedMul (speed, finesine[an]); - particle->velz += FRACUNIT/80; + particle->vel.x += FixedMul (speed, finecosine[an]); + particle->vel.y += FixedMul (speed, finesine[an]); + particle->vel.z += FRACUNIT/80; particle->accz += FRACUNIT/40; if (M_Random () & 7) particle->color = grey2; @@ -506,7 +506,7 @@ void P_RunEffect (AActor *actor, int effects) // Grenade trail fixedvec3 pos = actor->Vec3Angle(-actor->radius * 2, moveangle, - -(actor->height >> 3) * (actor->velz >> 16) + (2 * actor->height) / 3); + -(actor->height >> 3) * (actor->vel.z >> 16) + (2 * actor->height) / 3); P_DrawSplash2 (6, pos.x, pos.y, pos.z, moveangle + ANG180, 2, 2); @@ -545,13 +545,13 @@ void P_RunEffect (AActor *actor, int effects) particle->y = pos.y; particle->z = pos.z; particle->color = *protectColors[M_Random() & 1]; - particle->velz = FRACUNIT; + particle->vel.z = FRACUNIT; particle->accz = M_Random () << 7; particle->size = 1; if (M_Random () < 128) { // make particle fall from top of actor particle->z += actor->height; - particle->velz = -particle->velz; + particle->vel.z = -particle->vel.z; particle->accz = -particle->accz; } } @@ -583,7 +583,7 @@ void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, in p->size = 2; p->color = M_Random() & 0x80 ? color1 : color2; - p->velz -= M_Random () * 512; + p->vel.z -= M_Random () * 512; p->accz -= FRACUNIT/8; p->accx += (M_Random () - 128) * 8; p->accy += (M_Random () - 128) * 8; @@ -635,14 +635,14 @@ void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, i p->trans = 255; p->size = 4; p->color = M_Random() & 0x80 ? color1 : color2; - p->velz = M_Random () * zvel; + p->vel.z = M_Random () * zvel; p->accz = -FRACUNIT/22; if (kind) { an = (angle + ((M_Random() - 128) << 23)) >> ANGLETOFINESHIFT; - p->velx = (M_Random () * finecosine[an]) >> 11; - p->vely = (M_Random () * finesine[an]) >> 11; - p->accx = p->velx >> 4; - p->accy = p->vely >> 4; + p->vel.x = (M_Random () * finecosine[an]) >> 11; + p->vel.y = (M_Random () * finesine[an]) >> 11; + p->accx = p->vel.x >> 4; + p->accy = p->vel.y >> 4; } p->z = z + (M_Random () + zadd - 128) * zspread; an = (angle + ((M_Random() - 128) << 22)) >> ANGLETOFINESHIFT; @@ -762,9 +762,9 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, p->bright = fullbright; tempvec = DMatrix3x3(dir, deg) * extend; - p->velx = FLOAT2FIXED(tempvec.X * drift)>>4; - p->vely = FLOAT2FIXED(tempvec.Y * drift)>>4; - p->velz = FLOAT2FIXED(tempvec.Z * drift)>>4; + p->vel.x = FLOAT2FIXED(tempvec.X * drift)>>4; + p->vel.y = FLOAT2FIXED(tempvec.Y * drift)>>4; + p->vel.z = FLOAT2FIXED(tempvec.Z * drift)>>4; tempvec += pos; p->x = FLOAT2FIXED(tempvec.X); p->y = FLOAT2FIXED(tempvec.Y); diff --git a/src/p_effect.h b/src/p_effect.h index 67ab0024e..3990fa80c 100644 --- a/src/p_effect.h +++ b/src/p_effect.h @@ -55,7 +55,7 @@ struct subsector_t; struct particle_t { fixed_t x,y,z; - fixed_t velx,vely,velz; + fixedvec3 vel; fixed_t accx,accy,accz; BYTE ttl; BYTE trans; @@ -83,7 +83,7 @@ particle_t *JitterParticle (int ttl); particle_t *JitterParticle (int ttl, double drift); void P_ThinkParticles (void); -void P_SpawnParticle(fixed_t x, fixed_t y, fixed_t z, fixed_t velx, fixed_t vely, fixed_t velz, PalEntry color, bool fullbright, BYTE startalpha, BYTE lifetime, WORD size, int fadestep, fixed_t accelx, fixed_t accely, fixed_t accelz); +void P_SpawnParticle(fixed_t x, fixed_t y, fixed_t z, fixed_t vx, fixed_t vy, fixed_t vz, PalEntry color, bool fullbright, BYTE startalpha, BYTE lifetime, WORD size, int fadestep, fixed_t accelx, fixed_t accely, fixed_t accelz); void P_InitEffects (void); void P_RunEffects (void); diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index 2c1339921..addaf12ea 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -563,8 +563,8 @@ bool P_Move (AActor *actor) { actor->SetOrigin(origx, origy, actor->Z(), false); movefactor *= FRACUNIT / ORIG_FRICTION_FACTOR / 4; - actor->velx += FixedMul (deltax, movefactor); - actor->vely += FixedMul (deltay, movefactor); + actor->vel.x += FixedMul (deltax, movefactor); + actor->vel.y += FixedMul (deltay, movefactor); } // [RH] If a walking monster is no longer on the floor, move it down @@ -1732,7 +1732,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params) player->mo->flags3 & MF3_GHOST) { if ((player->mo->AproxDistance (actor) > 2*MELEERANGE) - && P_AproxDistance (player->mo->velx, player->mo->vely) < 5*FRACUNIT) + && P_AproxDistance (player->mo->vel.x, player->mo->vel.y) < 5*FRACUNIT) { // Player is sneaking - can't detect continue; } @@ -2455,8 +2455,8 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele else { actor->FastChaseStrafeCount = 0; - actor->velx = 0; - actor->vely = 0; + actor->vel.x = 0; + actor->vel.y = 0; fixed_t dist = actor->AproxDistance (actor->target); if (dist < CLASS_BOSS_STRAFE_RANGE) { @@ -2465,8 +2465,8 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele angle_t ang = actor->AngleTo(actor->target); if (pr_chase() < 128) ang += ANGLE_90; else ang -= ANGLE_90; - actor->velx = 13 * finecosine[ang>>ANGLETOFINESHIFT]; - actor->vely = 13 * finesine[ang>>ANGLETOFINESHIFT]; + actor->vel.x = 13 * finecosine[ang>>ANGLETOFINESHIFT]; + actor->vel.y = 13 * finesine[ang>>ANGLETOFINESHIFT]; actor->FastChaseStrafeCount = 3; // strafe time } } @@ -2649,7 +2649,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates) } } - corpsehit->velx = corpsehit->vely = 0; + corpsehit->vel.x = corpsehit->vel.y = 0; // [RH] Check against real height and radius fixed_t oldheight = corpsehit->height; @@ -3013,7 +3013,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail) } // Let the aim trail behind the player - self->angle = self->AngleTo(self->target, -self->target->velx * 3, -self->target->vely * 3); + self->angle = self->AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3); if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE)) { @@ -3230,14 +3230,14 @@ void P_TossItem (AActor *item) if (style==2) { - item->velx += pr_dropitem.Random2(7) << FRACBITS; - item->vely += pr_dropitem.Random2(7) << FRACBITS; + item->vel.x += pr_dropitem.Random2(7) << FRACBITS; + item->vel.y += pr_dropitem.Random2(7) << FRACBITS; } else { - item->velx = pr_dropitem.Random2() << 8; - item->vely = pr_dropitem.Random2() << 8; - item->velz = FRACUNIT*5 + (pr_dropitem() << 10); + item->vel.x = pr_dropitem.Random2() << 8; + item->vel.y = pr_dropitem.Random2() << 8; + item->vel.z = FRACUNIT*5 + (pr_dropitem() << 10); } } diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index 313531425..90b43323c 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -974,7 +974,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, { target->tics = 1; target->flags6 |= MF6_SHATTERING; - target->velx = target->vely = target->velz = 0; + target->vel.x = target->vel.y = target->vel.z = 0; } return -1; } @@ -1029,7 +1029,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, } if (target->flags & MF_SKULLFLY) { - target->velx = target->vely = target->velz = 0; + target->vel.x = target->vel.y = target->vel.z = 0; } player = target->player; @@ -1201,17 +1201,17 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, (source->player->ReadyWeapon->WeaponFlags & WIF_STAFF2_KICKBACK)) { // Staff power level 2 - target->velx += FixedMul (10*FRACUNIT, finecosine[ang]); - target->vely += FixedMul (10*FRACUNIT, finesine[ang]); + target->vel.x += FixedMul (10*FRACUNIT, finecosine[ang]); + target->vel.y += FixedMul (10*FRACUNIT, finesine[ang]); if (!(target->flags & MF_NOGRAVITY)) { - target->velz += 5*FRACUNIT; + target->vel.z += 5*FRACUNIT; } } else { - target->velx += FixedMul (thrust, finecosine[ang]); - target->vely += FixedMul (thrust, finesine[ang]); + target->vel.x += FixedMul (thrust, finecosine[ang]); + target->vel.y += FixedMul (thrust, finesine[ang]); } } } diff --git a/src/p_lnspec.cpp b/src/p_lnspec.cpp index f892f35b6..7c6f05b29 100644 --- a/src/p_lnspec.cpp +++ b/src/p_lnspec.cpp @@ -1128,12 +1128,12 @@ FUNC(LS_ThrustThing) static void ThrustThingHelper (AActor *it, angle_t angle, int force, INTBOOL nolimit) { angle >>= ANGLETOFINESHIFT; - it->velx += force * finecosine[angle]; - it->vely += force * finesine[angle]; + it->vel.x += force * finecosine[angle]; + it->vel.y += force * finesine[angle]; if (!nolimit) { - it->velx = clamp (it->velx, -MAXMOVE, MAXMOVE); - it->vely = clamp (it->vely, -MAXMOVE, MAXMOVE); + it->vel.x = clamp (it->vel.x, -MAXMOVE, MAXMOVE); + it->vel.y = clamp (it->vel.y, -MAXMOVE, MAXMOVE); } } @@ -1154,18 +1154,18 @@ FUNC(LS_ThrustThingZ) // [BC] while ( (victim = iterator.Next ()) ) { if (!arg3) - victim->velz = thrust; + victim->vel.z = thrust; else - victim->velz += thrust; + victim->vel.z += thrust; } return true; } else if (it) { if (!arg3) - it->velz = thrust; + it->vel.z = thrust; else - it->velz += thrust; + it->vel.z += thrust; return true; } return false; @@ -1696,8 +1696,8 @@ FUNC(LS_Thing_Stop) { if (it != NULL) { - it->velx = it->vely = it->velz = 0; - if (it->player != NULL) it->player->velx = it->player->vely = 0; + it->vel.x = it->vel.y = it->vel.z = 0; + if (it->player != NULL) it->player->vel.x = it->player->vel.y = 0; ok = true; } } @@ -1707,8 +1707,8 @@ FUNC(LS_Thing_Stop) while ( (target = iterator.Next ()) ) { - target->velx = target->vely = target->velz = 0; - if (target->player != NULL) target->player->velx = target->player->vely = 0; + target->vel.x = target->vel.y = target->vel.z = 0; + if (target->player != NULL) target->player->vel.x = target->player->vel.y = 0; ok = true; } } @@ -3290,9 +3290,9 @@ FUNC(LS_GlassBreak) glass->angle = an; an >>= ANGLETOFINESHIFT; speed = pr_glass() & 3; - glass->velx = finecosine[an] * speed; - glass->vely = finesine[an] * speed; - glass->velz = (pr_glass() & 7) << FRACBITS; + glass->vel.x = finecosine[an] * speed; + glass->vel.y = finesine[an] * speed; + glass->vel.z = (pr_glass() & 7) << FRACBITS; // [RH] Let the shards stick around longer than they did in Strife. glass->tics += pr_glass(); } diff --git a/src/p_local.h b/src/p_local.h index abd759d2a..8acfe2d34 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -165,10 +165,10 @@ inline AActor *P_SpawnMissileXYZ(const fixedvec3 &pos, AActor *source, AActor *d { return P_SpawnMissileXYZ(pos.x, pos.y, pos.z, source, dest, type, checkspawn, owner); } -AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, angle_t angle, fixed_t velz); -AActor *P_SpawnMissileAngleSpeed (AActor *source, PClassActor *type, angle_t angle, fixed_t velz, fixed_t speed); -AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z, PClassActor *type, angle_t angle, fixed_t velz); -AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z, PClassActor *type, angle_t angle, fixed_t velz, fixed_t speed, AActor *owner=NULL, bool checkspawn = true); +AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, angle_t angle, fixed_t vz); +AActor *P_SpawnMissileAngleSpeed (AActor *source, PClassActor *type, angle_t angle, fixed_t vz, fixed_t speed); +AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z, PClassActor *type, angle_t angle, fixed_t vz); +AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z, PClassActor *type, angle_t angle, fixed_t vz, fixed_t speed, AActor *owner=NULL, bool checkspawn = true); AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassActor *type); AActor *P_SpawnPlayerMissile (AActor* source, PClassActor *type); diff --git a/src/p_map.cpp b/src/p_map.cpp index f021c3cc6..9dc666468 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -738,7 +738,7 @@ int P_GetMoveFactor(const AActor *mo, int *frictionp) // phares 3/11/98: you start off slowly, then increase as // you get better footing - int velocity = P_AproxDistance(mo->velx, mo->vely); + int velocity = P_AproxDistance(mo->vel.x, mo->vel.y); if (velocity > MORE_FRICTION_VELOCITY << 2) movefactor <<= 3; @@ -1358,9 +1358,9 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch if (!(thing->flags2 & MF2_BOSS) && (thing->flags3 & MF3_ISMONSTER) && !(thing->flags3 & MF3_DONTBLAST)) { // ideally this should take the mass factor into account - thing->velx += tm.thing->velx; - thing->vely += tm.thing->vely; - if ((thing->velx + thing->vely) > 3 * FRACUNIT) + thing->vel.x += tm.thing->vel.x; + thing->vel.y += tm.thing->vel.y; + if ((thing->vel.x + thing->vel.y) > 3 * FRACUNIT) { int newdam; damage = (tm.thing->Mass / 100) + 1; @@ -1496,8 +1496,8 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch { // Push thing if (thing->lastpush != tm.PushTime) { - thing->velx += FixedMul(tm.thing->velx, thing->pushfactor); - thing->vely += FixedMul(tm.thing->vely, thing->pushfactor); + thing->vel.x += FixedMul(tm.thing->vel.x, thing->pushfactor); + thing->vel.y += FixedMul(tm.thing->vel.y, thing->pushfactor); thing->lastpush = tm.PushTime; } } @@ -1555,8 +1555,8 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch { // Push thing if (thing->lastpush != tm.PushTime) { - thing->velx += FixedMul(tm.thing->velx, thing->pushfactor); - thing->vely += FixedMul(tm.thing->vely, thing->pushfactor); + thing->vel.x += FixedMul(tm.thing->vel.x, thing->pushfactor); + thing->vel.y += FixedMul(tm.thing->vel.y, thing->pushfactor); thing->lastpush = tm.PushTime; } } @@ -1938,7 +1938,7 @@ void P_FakeZMovement(AActor *mo) // // adjust height // - mo->AddZ(mo->velz); + mo->AddZ(mo->vel.z); if ((mo->flags&MF_FLOAT) && mo->target) { // float down towards target if too close if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT)) @@ -2127,12 +2127,12 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y, // is not blocked. if (thing->Top() > tm.ceilingz) { - thing->velz = -8 * FRACUNIT; + thing->vel.z = -8 * FRACUNIT; goto pushline; } else if (thing->Z() < tm.floorz && tm.floorz - tm.dropoffz > thing->MaxDropOffHeight) { - thing->velz = 8 * FRACUNIT; + thing->vel.z = 8 * FRACUNIT; goto pushline; } #endif @@ -2162,7 +2162,7 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y, { thing->SetZ(tm.floorz); // If moving down, cancel vertical component of the velocity - if (thing->velz < 0) + if (thing->vel.z < 0) { // If it's a bouncer, let it bounce off its new floor, too. if (thing->BounceFlags & BOUNCE_Floors) @@ -2171,7 +2171,7 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y, } else { - thing->velz = 0; + thing->vel.z = 0; } } } @@ -2243,8 +2243,8 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y, { thing->player->Bot->prev = thing->player->Bot->dest; thing->player->Bot->dest = NULL; - thing->velx = 0; - thing->vely = 0; + thing->vel.x = 0; + thing->vel.y = 0; thing->SetZ(oldz); thing->flags6 &= ~MF6_INTRYMOVE; return false; @@ -2341,7 +2341,7 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y, } thing->UnlinkFromWorld(); thing->SetXYZ(pos); - P_TranslatePortalVXVY(ld, thing->velx, thing->vely); + P_TranslatePortalVXVY(ld, thing->vel.x, thing->vel.y); P_TranslatePortalAngle(ld, thing->angle); thing->LinkToWorld(); P_FindFloorCeiling(thing); @@ -2890,7 +2890,7 @@ void FSlide::SlideTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t // // P_SlideMove // -// The velx / vely move is bad, so try to slide along a wall. +// The vel.x / vel.y move is bad, so try to slide along a wall. // // Find the first line hit, move flush to it, and slide along it // @@ -2971,14 +2971,14 @@ retry: newy = FixedMul(tryy, bestslidefrac); // [BL] We need to abandon this function if we end up going through a teleporter - const fixed_t startvelx = mo->velx; - const fixed_t startvely = mo->vely; + const fixed_t startvelx = mo->vel.x; + const fixed_t startvely = mo->vel.y; // killough 3/15/98: Allow objects to drop off ledges if (!P_TryMove(mo, mo->X() + newx, mo->Y() + newy, true)) goto stairstep; - if (mo->velx != startvelx || mo->vely != startvely) + if (mo->vel.x != startvelx || mo->vel.y != startvely) return; } @@ -2994,16 +2994,16 @@ retry: HitSlideLine(bestslideline); // clip the moves - mo->velx = tmxmove * numsteps; - mo->vely = tmymove * numsteps; + mo->vel.x = tmxmove * numsteps; + mo->vel.y = tmymove * numsteps; // killough 10/98: affect the bobbing the same way (but not voodoo dolls) if (mo->player && mo->player->mo == mo) { - if (abs(mo->player->velx) > abs(mo->velx)) - mo->player->velx = mo->velx; - if (abs(mo->player->vely) > abs(mo->vely)) - mo->player->vely = mo->vely; + if (abs(mo->player->vel.x) > abs(mo->vel.x)) + mo->player->vel.x = mo->vel.x; + if (abs(mo->player->vel.y) > abs(mo->vel.y)) + mo->player->vel.y = mo->vel.y; } walkplane = P_CheckSlopeWalk(mo, tmxmove, tmymove); @@ -3129,8 +3129,8 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov } if (dopush) { - xmove = actor->velx = plane->a * 2; - ymove = actor->vely = plane->b * 2; + xmove = actor->vel.x = plane->a * 2; + ymove = actor->vel.y = plane->b * 2; } return (actor->floorsector == actor->Sector) ? plane : NULL; } @@ -3245,7 +3245,7 @@ bool FSlide::BounceWall(AActor *mo) // // trace along the three leading corners // - if (mo->velx > 0) + if (mo->vel.x > 0) { leadx = mo->X() + mo->radius; } @@ -3253,7 +3253,7 @@ bool FSlide::BounceWall(AActor *mo) { leadx = mo->X() - mo->radius; } - if (mo->vely > 0) + if (mo->vel.y > 0) { leady = mo->Y() + mo->radius; } @@ -3263,7 +3263,7 @@ bool FSlide::BounceWall(AActor *mo) } bestslidefrac = FRACUNIT + 1; bestslideline = mo->BlockingLine; - if (BounceTraverse(leadx, leady, leadx + mo->velx, leady + mo->vely) && mo->BlockingLine == NULL) + if (BounceTraverse(leadx, leady, leadx + mo->vel.x, leady + mo->vel.y) && mo->BlockingLine == NULL) { // Could not find a wall, so bounce off the floor/ceiling instead. fixed_t floordist = mo->Z() - mo->floorz; fixed_t ceildist = mo->ceilingz - mo->Z(); @@ -3303,13 +3303,13 @@ bool FSlide::BounceWall(AActor *mo) { lineangle += ANG180; } - moveangle = R_PointToAngle2(0, 0, mo->velx, mo->vely); + moveangle = R_PointToAngle2(0, 0, mo->vel.x, mo->vel.y); deltaangle = (2 * lineangle) - moveangle; mo->angle = deltaangle; deltaangle >>= ANGLETOFINESHIFT; - movelen = fixed_t(sqrt(double(mo->velx)*mo->velx + double(mo->vely)*mo->vely)); + movelen = fixed_t(sqrt(double(mo->vel.x)*mo->vel.x + double(mo->vel.y)*mo->vel.y)); movelen = FixedMul(movelen, mo->wallbouncefactor); FBoundingBox box(mo->X(), mo->Y(), mo->radius); @@ -3325,8 +3325,8 @@ bool FSlide::BounceWall(AActor *mo) { movelen = 2 * FRACUNIT; } - mo->velx = FixedMul(movelen, finecosine[deltaangle]); - mo->vely = FixedMul(movelen, finesine[deltaangle]); + mo->vel.x = FixedMul(movelen, finecosine[deltaangle]); + mo->vel.y = FixedMul(movelen, finesine[deltaangle]); if (mo->BounceFlags & BOUNCE_UseBounceState) { FState *bouncestate = mo->FindState(NAME_Bounce, NAME_Wall); @@ -3371,12 +3371,12 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop) { fixed_t speed; angle_t angle = BlockingMobj->AngleTo(mo) + ANGLE_1*((pr_bounce() % 16) - 8); - speed = P_AproxDistance(mo->velx, mo->vely); + speed = P_AproxDistance(mo->vel.x, mo->vel.y); speed = FixedMul(speed, mo->wallbouncefactor); // [GZ] was 0.75, using wallbouncefactor seems more consistent mo->angle = angle; angle >>= ANGLETOFINESHIFT; - mo->velx = FixedMul(speed, finecosine[angle]); - mo->vely = FixedMul(speed, finesine[angle]); + mo->vel.x = FixedMul(speed, finecosine[angle]); + mo->vel.y = FixedMul(speed, finesine[angle]); mo->PlayBounceSound(true); if (mo->BounceFlags & BOUNCE_UseBounceState) { @@ -3397,11 +3397,11 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop) } else { - fixed_t dot = mo->velz; + fixed_t dot = mo->vel.z; if (mo->BounceFlags & (BOUNCE_HereticType | BOUNCE_MBF)) { - mo->velz -= MulScale15(FRACUNIT, dot); + mo->vel.z -= MulScale15(FRACUNIT, dot); if (!(mo->BounceFlags & BOUNCE_MBF)) // Heretic projectiles die, MBF projectiles don't. { mo->flags |= MF_INBOUNCE; @@ -3411,24 +3411,24 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop) } else { - mo->velz = FixedMul(mo->velz, mo->bouncefactor); + mo->vel.z = FixedMul(mo->vel.z, mo->bouncefactor); } } else // Don't run through this for MBF-style bounces { // The reflected velocity keeps only about 70% of its original speed - mo->velz = FixedMul(mo->velz - MulScale15(FRACUNIT, dot), mo->bouncefactor); + mo->vel.z = FixedMul(mo->vel.z - MulScale15(FRACUNIT, dot), mo->bouncefactor); } mo->PlayBounceSound(true); if (mo->BounceFlags & BOUNCE_MBF) // Bring it to rest below a certain speed { - if (abs(mo->velz) < (fixed_t)(mo->Mass * mo->GetGravity() / 64)) - mo->velz = 0; + if (abs(mo->vel.z) < (fixed_t)(mo->Mass * mo->GetGravity() / 64)) + mo->vel.z = 0; } else if (mo->BounceFlags & (BOUNCE_AutoOff | BOUNCE_AutoOffFloorOnly)) { - if (!(mo->flags & MF_NOGRAVITY) && (mo->velz < 3 * FRACUNIT)) + if (!(mo->flags & MF_NOGRAVITY) && (mo->vel.z < 3 * FRACUNIT)) mo->BounceFlags &= ~BOUNCE_TypeMask; } } @@ -4585,11 +4585,11 @@ void P_TraceBleed(int damage, AActor *target, AActor *missile) return; } - if (missile->velz != 0) + if (missile->vel.z != 0) { double aim; - aim = atan((double)missile->velz / (double)target->AproxDistance(missile)); + aim = atan((double)missile->vel.z / (double)target->AproxDistance(missile)); pitch = -(int)(aim * ANGLE_180 / PI); } else @@ -5357,7 +5357,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo // points and bombdamage should be the same sign if (((points * bombdamage) > 0) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)) { // OK to damage; target is in direct path - double velz; + double vz; double thrust; int damage = abs((int)points); int newdam = damage; @@ -5384,20 +5384,20 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo { thrust *= selfthrustscale; } - velz = (double)(thing->Z() + (thing->height >> 1) - bombspot->Z()) * thrust; + vz = (double)(thing->Z() + (thing->height >> 1) - bombspot->Z()) * thrust; if (bombsource != thing) { - velz *= 0.5f; + vz *= 0.5f; } else { - velz *= 0.8f; + vz *= 0.8f; } angle_t ang = bombspot->AngleTo(thing) >> ANGLETOFINESHIFT; - thing->velx += fixed_t(finecosine[ang] * thrust); - thing->vely += fixed_t(finesine[ang] * thrust); + thing->vel.x += fixed_t(finecosine[ang] * thrust); + thing->vel.y += fixed_t(finesine[ang] * thrust); if (!(flags & RADF_NODAMAGE)) - thing->velz += (fixed_t)velz; // this really doesn't work well + thing->vel.z += (fixed_t)vz; // this really doesn't work well } } } @@ -5656,8 +5656,8 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos) mo = Spawn(bloodcls, thing->PosPlusZ(thing->height / 2), ALLOW_REPLACE); - mo->velx = pr_crunch.Random2() << 12; - mo->vely = pr_crunch.Random2() << 12; + mo->vel.x = pr_crunch.Random2() << 12; + mo->vel.y = pr_crunch.Random2() << 12; if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE)) { mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); @@ -5805,7 +5805,7 @@ void PIT_FloorDrop(AActor *thing, FChangePosition *cpos) if (oldfloorz == thing->floorz) return; if (thing->flags4 & MF4_ACTLIKEBRIDGE) return; // do not move bridge things - if (thing->velz == 0 && + if (thing->vel.z == 0 && (!(thing->flags & MF_NOGRAVITY) || (thing->Z() == oldfloorz && !(thing->flags & MF_NOLIFTDROP)))) { diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 4b7ea25dc..43ba4355d 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -263,9 +263,9 @@ void AActor::Serialize (FArchive &arc) << radius << height << projectilepassheight - << velx - << vely - << velz + << vel.x + << vel.y + << vel.z << tics << state; if (arc.IsStoring()) @@ -842,9 +842,9 @@ AInventory *AActor::DropInventory (AInventory *item) an = angle >> ANGLETOFINESHIFT; drop->SetOrigin(PosPlusZ(10*FRACUNIT), false); drop->angle = angle; - drop->velx = velx + 5 * finecosine[an]; - drop->vely = vely + 5 * finesine[an]; - drop->velz = velz + FRACUNIT; + drop->vel.x = vel.x + 5 * finecosine[an]; + drop->vel.y = vel.y + 5 * finesine[an]; + drop->vel.z = vel.z + FRACUNIT; drop->flags &= ~MF_NOGRAVITY; // Don't float drop->ClearCounters(); // do not count for statistics again return drop; @@ -1285,7 +1285,7 @@ bool AActor::Grind(bool items) if (flags & MF_ICECORPSE) { tics = 1; - velx = vely = velz = 0; + vel.x = vel.y = vel.z = 0; } else if (player) { @@ -1362,7 +1362,7 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target) return; } } - mo->velx = mo->vely = mo->velz = 0; + mo->vel.x = mo->vel.y = mo->vel.z = 0; mo->effects = 0; // [RH] mo->flags &= ~MF_SHOOTABLE; @@ -1569,14 +1569,14 @@ bool AActor::FloorBounceMissile (secplane_t &plane) return true; } - fixed_t dot = TMulScale16 (velx, plane.a, vely, plane.b, velz, plane.c); + fixed_t dot = TMulScale16 (vel.x, plane.a, vel.y, plane.b, vel.z, plane.c); if (BounceFlags & (BOUNCE_HereticType | BOUNCE_MBF)) { - velx -= MulScale15 (plane.a, dot); - vely -= MulScale15 (plane.b, dot); - velz -= MulScale15 (plane.c, dot); - angle = R_PointToAngle2 (0, 0, velx, vely); + vel.x -= MulScale15 (plane.a, dot); + vel.y -= MulScale15 (plane.b, dot); + vel.z -= MulScale15 (plane.c, dot); + angle = R_PointToAngle2 (0, 0, vel.x, vel.y); if (!(BounceFlags & BOUNCE_MBF)) // Heretic projectiles die, MBF projectiles don't. { flags |= MF_INBOUNCE; @@ -1584,15 +1584,15 @@ bool AActor::FloorBounceMissile (secplane_t &plane) flags &= ~MF_INBOUNCE; return false; } - else velz = FixedMul(velz, bouncefactor); + else vel.z = FixedMul(vel.z, bouncefactor); } else // Don't run through this for MBF-style bounces { // The reflected velocity keeps only about 70% of its original speed - velx = FixedMul (velx - MulScale15 (plane.a, dot), bouncefactor); - vely = FixedMul (vely - MulScale15 (plane.b, dot), bouncefactor); - velz = FixedMul (velz - MulScale15 (plane.c, dot), bouncefactor); - angle = R_PointToAngle2 (0, 0, velx, vely); + vel.x = FixedMul (vel.x - MulScale15 (plane.a, dot), bouncefactor); + vel.y = FixedMul (vel.y - MulScale15 (plane.b, dot), bouncefactor); + vel.z = FixedMul (vel.z - MulScale15 (plane.c, dot), bouncefactor); + angle = R_PointToAngle2 (0, 0, vel.x, vel.y); } PlayBounceSound(true); @@ -1614,15 +1614,15 @@ bool AActor::FloorBounceMissile (secplane_t &plane) if (BounceFlags & BOUNCE_MBF) // Bring it to rest below a certain speed { - if (abs(velz) < (fixed_t)(Mass * GetGravity() / 64)) - velz = 0; + if (abs(vel.z) < (fixed_t)(Mass * GetGravity() / 64)) + vel.z = 0; } else if (BounceFlags & (BOUNCE_AutoOff|BOUNCE_AutoOffFloorOnly)) { if (plane.c > 0 || (BounceFlags & BOUNCE_AutoOff)) { // AutoOff only works when bouncing off a floor, not a ceiling (or in compatibility mode.) - if (!(flags & MF_NOGRAVITY) && (velz < 3*FRACUNIT)) + if (!(flags & MF_NOGRAVITY) && (vel.z < 3*FRACUNIT)) BounceFlags &= ~BOUNCE_TypeMask; } } @@ -1638,8 +1638,8 @@ bool AActor::FloorBounceMissile (secplane_t &plane) void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move) { angle >>= ANGLETOFINESHIFT; - mo->velx += FixedMul (move, finecosine[angle]); - mo->vely += FixedMul (move, finesine[angle]); + mo->vel.x += FixedMul (move, finecosine[angle]); + mo->vel.y += FixedMul (move, finesine[angle]); } //---------------------------------------------------------------------------- @@ -1728,7 +1728,7 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci AActor *target; fixed_t speed; - speed = !usecurspeed ? actor->Speed : xs_CRoundToInt(DVector3(actor->velx, actor->vely, actor->velz).Length()); + speed = !usecurspeed ? actor->Speed : xs_CRoundToInt(DVector3(actor->vel.x, actor->vel.y, actor->vel.z).Length()); target = actor->tracer; if (target == NULL || !actor->CanSeek(target)) { @@ -1764,8 +1764,8 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci if (!precise) { - actor->velx = FixedMul (speed, finecosine[angle]); - actor->vely = FixedMul (speed, finesine[angle]); + actor->vel.x = FixedMul (speed, finecosine[angle]); + actor->vel.y = FixedMul (speed, finesine[angle]); if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))) { @@ -1777,7 +1777,7 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci { dist = 1; } - actor->velz = ((target->Z() + target->height / 2) - (actor->Z() + actor->height / 2)) / dist; + actor->vel.z = ((target->Z() + target->height / 2) - (actor->Z() + actor->height / 2)) / dist; } } } @@ -1799,9 +1799,9 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci } fixed_t xyscale = FixedMul(speed, finecosine[pitch]); - actor->velz = FixedMul(speed, finesine[pitch]); - actor->velx = FixedMul(xyscale, finecosine[angle]); - actor->vely = FixedMul(xyscale, finesine[angle]); + actor->vel.z = FixedMul(speed, finesine[pitch]); + actor->vel.x = FixedMul(xyscale, finecosine[angle]); + actor->vel.y = FixedMul(xyscale, finesine[angle]); } return true; @@ -1862,20 +1862,20 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) (mo->player != NULL && mo->player->crouchfactor < FRACUNIT*3/4)) { // preserve the direction instead of clamping x and y independently. - xmove = clamp (mo->velx, -maxmove, maxmove); - ymove = clamp (mo->vely, -maxmove, maxmove); + xmove = clamp (mo->vel.x, -maxmove, maxmove); + ymove = clamp (mo->vel.y, -maxmove, maxmove); - fixed_t xfac = FixedDiv(xmove, mo->velx); - fixed_t yfac = FixedDiv(ymove, mo->vely); + fixed_t xfac = FixedDiv(xmove, mo->vel.x); + fixed_t yfac = FixedDiv(ymove, mo->vel.y); fixed_t fac = MIN(xfac, yfac); - xmove = mo->velx = FixedMul(mo->velx, fac); - ymove = mo->vely = FixedMul(mo->vely, fac); + xmove = mo->vel.x = FixedMul(mo->vel.x, fac); + ymove = mo->vel.y = FixedMul(mo->vel.y, fac); } else { - xmove = mo->velx; - ymove = mo->vely; + xmove = mo->vel.x; + ymove = mo->vel.y; } // [RH] Carrying sectors didn't work with low speeds in BOOM. This is // because BOOM relied on the speed being fast enough to accumulate @@ -1885,13 +1885,13 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) if (abs(scrollx) > CARRYSTOPSPEED) { scrollx = FixedMul (scrollx, CARRYFACTOR); - mo->velx += scrollx; + mo->vel.x += scrollx; mo->flags4 |= MF4_SCROLLMOVE; } if (abs(scrolly) > CARRYSTOPSPEED) { scrolly = FixedMul (scrolly, CARRYFACTOR); - mo->vely += scrolly; + mo->vel.y += scrolly; mo->flags4 |= MF4_SCROLLMOVE; } xmove += scrollx; @@ -1903,7 +1903,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) { // the skull slammed into something mo->flags &= ~MF_SKULLFLY; - mo->velx = mo->vely = mo->velz = 0; + mo->vel.x = mo->vel.y = mo->vel.z = 0; if (!(mo->flags2 & MF2_DORMANT)) { if (mo->SeeState != NULL) mo->SetState (mo->SeeState); @@ -1997,7 +1997,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) */ // [RH] If walking on a slope, stay on the slope // killough 3/15/98: Allow objects to drop off - fixed_t startvelx = mo->velx, startvely = mo->vely; + fixed_t startvelx = mo->vel.x, startvely = mo->vel.y; if (!P_TryMove (mo, ptryx, ptryy, true, walkplane, tm)) { @@ -2020,11 +2020,11 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) (mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove) && mo->BlockingLine->sidedef[1] != NULL) { - mo->velz = WATER_JUMP_SPEED; + mo->vel.z = WATER_JUMP_SPEED; } // If the blocked move executed any push specials that changed the // actor's velocity, do not attempt to slide. - if (mo->velx == startvelx && mo->vely == startvely) + if (mo->vel.x == startvelx && mo->vel.y == startvely) { if (player && (i_compatflags & COMPATF_WALLRUN)) { @@ -2032,13 +2032,13 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) // If the move is done a second time (because it was too fast for one move), it // is still clipped against the wall at its full speed, so you effectively // execute two moves in one tic. - P_SlideMove (mo, mo->velx, mo->vely, 1); + P_SlideMove (mo, mo->vel.x, mo->vel.y, 1); } else { P_SlideMove (mo, onestepx, onestepy, totalsteps); } - if ((mo->velx | mo->vely) == 0) + if ((mo->vel.x | mo->vel.y) == 0) { steps = 0; } @@ -2046,8 +2046,8 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) { if (!player || !(i_compatflags & COMPATF_WALLRUN)) { - xmove = mo->velx; - ymove = mo->vely; + xmove = mo->vel.x; + ymove = mo->vel.y; onestepx = xmove / steps; onestepy = ymove / steps; P_CheckSlopeWalk (mo, xmove, ymove); @@ -2068,7 +2068,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) walkplane = P_CheckSlopeWalk (mo, tx, ty); if (P_TryMove (mo, mo->X() + tx, mo->Y() + ty, true, walkplane, tm)) { - mo->velx = 0; + mo->vel.x = 0; } else { @@ -2076,19 +2076,19 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) walkplane = P_CheckSlopeWalk (mo, tx, ty); if (P_TryMove (mo, mo->X() + tx, mo->Y() + ty, true, walkplane, tm)) { - mo->vely = 0; + mo->vel.y = 0; } else { - mo->velx = mo->vely = 0; + mo->vel.x = mo->vel.y = 0; } } if (player && player->mo == mo) { - if (mo->velx == 0) - player->velx = 0; - if (mo->vely == 0) - player->vely = 0; + if (mo->vel.x == 0) + player->vel.x = 0; + if (mo->vel.y == 0) + player->vel.y = 0; } steps = 0; } @@ -2141,26 +2141,26 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly) vect.z += origin->height / 2; DVector3 velocity(vect.x, vect.y, vect.z); velocity.Resize(speed); - mo->velx = (fixed_t)(velocity.X); - mo->vely = (fixed_t)(velocity.Y); - mo->velz = (fixed_t)(velocity.Z); + mo->vel.x = (fixed_t)(velocity.X); + mo->vel.y = (fixed_t)(velocity.Y); + mo->vel.z = (fixed_t)(velocity.Z); } else { if ((BlockingMobj->flags7 & MF7_MIRRORREFLECT) && (tg | blockingtg)) { mo->angle += ANGLE_180; - mo->velx = -mo->velx / 2; - mo->vely = -mo->vely / 2; - mo->velz = -mo->velz / 2; + mo->vel.x = -mo->vel.x / 2; + mo->vel.y = -mo->vel.y / 2; + mo->vel.z = -mo->vel.z / 2; } else { mo->angle = angle; angle >>= ANGLETOFINESHIFT; - mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]); - mo->vely = FixedMul(mo->Speed >> 1, finesine[angle]); - mo->velz = -mo->velz / 2; + mo->vel.x = FixedMul(mo->Speed >> 1, finecosine[angle]); + mo->vel.y = FixedMul(mo->Speed >> 1, finesine[angle]); + mo->vel.z = -mo->vel.z / 2; } } } @@ -2202,7 +2202,7 @@ explode: } else { - mo->velx = mo->vely = 0; + mo->vel.x = mo->vel.y = 0; steps = 0; } } @@ -2214,7 +2214,7 @@ explode: // must have gone through a teleporter, so stop moving right now if it // was a regular teleporter. If it was a line-to-line or fogless teleporter, // the move should continue, but startx, starty and xmove, ymove need to change. - if (mo->velx == 0 && mo->vely == 0) + if (mo->vel.x == 0 && mo->vel.y == 0) { step = steps; } @@ -2243,8 +2243,8 @@ explode: if (player && player->mo == mo && player->cheats & CF_NOVELOCITY) { // debug option for no sliding at all - mo->velx = mo->vely = 0; - player->velx = player->vely = 0; + mo->vel.x = mo->vel.y = 0; + player->vel.x = player->vel.y = 0; return oldfloorz; } @@ -2260,13 +2260,13 @@ explode: { // [RH] Friction when falling is available for larger aircontrols if (player != NULL && level.airfriction != FRACUNIT) { - mo->velx = FixedMul (mo->velx, level.airfriction); - mo->vely = FixedMul (mo->vely, level.airfriction); + mo->vel.x = FixedMul (mo->vel.x, level.airfriction); + mo->vel.y = FixedMul (mo->vel.y, level.airfriction); if (player->mo == mo) // Not voodoo dolls { - player->velx = FixedMul (player->velx, level.airfriction); - player->vely = FixedMul (player->vely, level.airfriction); + player->vel.x = FixedMul (player->vel.x, level.airfriction); + player->vel.y = FixedMul (player->vel.y, level.airfriction); } } return oldfloorz; @@ -2277,7 +2277,7 @@ explode: // killough 11/98: only include bouncers hanging off ledges if ((mo->flags & MF_CORPSE) || (mo->BounceFlags & BOUNCE_MBF && mo->Z() > mo->dropoffz) || (mo->flags6 & MF6_FALLING)) { // Don't stop sliding if halfway off a step with some velocity - if (mo->velx > FRACUNIT/4 || mo->velx < -FRACUNIT/4 || mo->vely > FRACUNIT/4 || mo->vely < -FRACUNIT/4) + if (mo->vel.x > FRACUNIT/4 || mo->vel.x < -FRACUNIT/4 || mo->vel.y > FRACUNIT/4 || mo->vel.y < -FRACUNIT/4) { if (mo->floorz > mo->Sector->floorplane.ZatPoint(mo)) { @@ -2302,8 +2302,8 @@ explode: // killough 11/98: // Stop voodoo dolls that have come to rest, despite any // moving corresponding player: - if (mo->velx > -STOPSPEED && mo->velx < STOPSPEED - && mo->vely > -STOPSPEED && mo->vely < STOPSPEED + if (mo->vel.x > -STOPSPEED && mo->vel.x < STOPSPEED + && mo->vel.y > -STOPSPEED && mo->vel.y < STOPSPEED && (!player || (player->mo != mo) || !(player->cmd.ucmd.forwardmove | player->cmd.ucmd.sidemove))) { @@ -2315,12 +2315,12 @@ explode: player->mo->PlayIdle (); } - mo->velx = mo->vely = 0; + mo->vel.x = mo->vel.y = 0; mo->flags4 &= ~MF4_SCROLLMOVE; // killough 10/98: kill any bobbing velocity too (except in voodoo dolls) if (player && player->mo == mo) - player->velx = player->vely = 0; + player->vel.x = player->vel.y = 0; } else { @@ -2339,8 +2339,8 @@ explode: fixed_t friction = P_GetFriction (mo, NULL); - mo->velx = FixedMul (mo->velx, friction); - mo->vely = FixedMul (mo->vely, friction); + mo->vel.x = FixedMul (mo->vel.x, friction); + mo->vel.y = FixedMul (mo->vel.y, friction); // killough 10/98: Always decrease player bobbing by ORIG_FRICTION. // This prevents problems with bobbing on ice, where it was not being @@ -2348,8 +2348,8 @@ explode: if (player && player->mo == mo) // Not voodoo dolls { - player->velx = FixedMul (player->velx, ORIG_FRICTION); - player->vely = FixedMul (player->vely, ORIG_FRICTION); + player->vel.x = FixedMul (player->vel.x, ORIG_FRICTION); + player->vel.y = FixedMul (player->vel.y, ORIG_FRICTION); } } return oldfloorz; @@ -2366,7 +2366,7 @@ void P_MonsterFallingDamage (AActor *mo) if (mo->floorsector->Flags & SECF_NOFALLINGDAMAGE) return; - vel = abs(mo->velz); + vel = abs(mo->vel.z); if (vel > 35*FRACUNIT) { // automatic death damage = TELEFRAG_DAMAGE; @@ -2399,27 +2399,27 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz) mo->player->deltaviewheight = mo->player->GetDeltaViewHeight(); } - mo->AddZ(mo->velz); + mo->AddZ(mo->vel.z); // // apply gravity // if (mo->Z() > mo->floorz && !(mo->flags & MF_NOGRAVITY)) { - fixed_t startvelz = mo->velz; + fixed_t startvelz = mo->vel.z; if (mo->waterlevel == 0 || (mo->player && !(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove))) { // [RH] Double gravity only if running off a ledge. Coming down from // an upward thrust (e.g. a jump) should not double it. - if (mo->velz == 0 && oldfloorz > mo->floorz && mo->Z() == oldfloorz) + if (mo->vel.z == 0 && oldfloorz > mo->floorz && mo->Z() == oldfloorz) { - mo->velz -= grav + grav; + mo->vel.z -= grav + grav; } else { - mo->velz -= grav; + mo->vel.z -= grav; } } if (mo->player == NULL) @@ -2443,20 +2443,20 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz) sinkspeed = Scale(sinkspeed, clamp(mo->Mass, 1, 4000), 100); } } - if (mo->velz < sinkspeed) + if (mo->vel.z < sinkspeed) { // Dropping too fast, so slow down toward sinkspeed. - mo->velz -= MAX(sinkspeed*2, -FRACUNIT*8); - if (mo->velz > sinkspeed) + mo->vel.z -= MAX(sinkspeed*2, -FRACUNIT*8); + if (mo->vel.z > sinkspeed) { - mo->velz = sinkspeed; + mo->vel.z = sinkspeed; } } - else if (mo->velz > sinkspeed) + else if (mo->vel.z > sinkspeed) { // Dropping too slow/going up, so trend toward sinkspeed. - mo->velz = startvelz + MAX(sinkspeed/3, -FRACUNIT*8); - if (mo->velz < sinkspeed) + mo->vel.z = startvelz + MAX(sinkspeed/3, -FRACUNIT*8); + if (mo->vel.z < sinkspeed) { - mo->velz = sinkspeed; + mo->vel.z = sinkspeed; } } } @@ -2467,13 +2467,13 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz) { fixed_t sinkspeed = -WATER_SINK_SPEED; - if (mo->velz < sinkspeed) + if (mo->vel.z < sinkspeed) { - mo->velz = (startvelz < sinkspeed) ? startvelz : sinkspeed; + mo->vel.z = (startvelz < sinkspeed) ? startvelz : sinkspeed; } else { - mo->velz = startvelz + ((mo->velz - startvelz) >> + mo->vel.z = startvelz + ((mo->vel.z - startvelz) >> (mo->waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR)); } } @@ -2511,11 +2511,11 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz) { mo->AddZ(finesine[(FINEANGLES/80*level.maptime)&FINEMASK]/8); } - mo->velz = FixedMul (mo->velz, FRICTION_FLY); + mo->vel.z = FixedMul (mo->vel.z, FRICTION_FLY); } if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY)) { - mo->velz = FixedMul (mo->velz, mo->Sector->friction); + mo->vel.z = FixedMul (mo->vel.z, mo->Sector->friction); } // @@ -2545,7 +2545,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz) else if (mo->flags3 & MF3_NOEXPLODEFLOOR) { P_HitFloor (mo); - mo->velz = 0; + mo->vel.z = 0; return; } else if (mo->flags3 & MF3_FLOORHUGGER) @@ -2566,41 +2566,41 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz) return; } } - else if (mo->BounceFlags & BOUNCE_MBF && mo->velz) // check for MBF-like bounce on non-missiles + else if (mo->BounceFlags & BOUNCE_MBF && mo->vel.z) // check for MBF-like bounce on non-missiles { mo->FloorBounceMissile(mo->floorsector->floorplane); } if (mo->flags3 & MF3_ISMONSTER) // Blasted mobj falling { - if (mo->velz < -(23*FRACUNIT)) + if (mo->vel.z < -(23*FRACUNIT)) { P_MonsterFallingDamage (mo); } } mo->SetZ(mo->floorz); - if (mo->velz < 0) + if (mo->vel.z < 0) { const fixed_t minvel = -8*FRACUNIT; // landing speed from a jump with normal gravity // Spawn splashes, etc. P_HitFloor (mo); - if (mo->DamageType == NAME_Ice && mo->velz < minvel) + if (mo->DamageType == NAME_Ice && mo->vel.z < minvel) { mo->tics = 1; - mo->velx = 0; - mo->vely = 0; - mo->velz = 0; + mo->vel.x = 0; + mo->vel.y = 0; + mo->vel.z = 0; return; } // Let the actor do something special for hitting the floor mo->HitFloor (); if (mo->player) { - if (mo->player->jumpTics < 0 || mo->velz < minvel) + if (mo->player->jumpTics < 0 || mo->vel.z < minvel) { // delay any jumping for a short while mo->player->jumpTics = 7; } - if (mo->velz < minvel && !(mo->flags & MF_NOGRAVITY)) + if (mo->vel.z < minvel && !(mo->flags & MF_NOGRAVITY)) { // Squat down. // Decrease viewheight for a moment after hitting the ground (hard), @@ -2608,11 +2608,11 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz) PlayerLandedOnThing (mo, NULL); } } - mo->velz = 0; + mo->vel.z = 0; } if (mo->flags & MF_SKULLFLY) { // The skull slammed into something - mo->velz = -mo->velz; + mo->vel.z = -mo->vel.z; } mo->Crash(); } @@ -2644,10 +2644,10 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz) } if (mo->flags & MF_SKULLFLY) { // the skull slammed into something - mo->velz = -mo->velz; + mo->vel.z = -mo->vel.z; } - if (mo->velz > 0) - mo->velz = 0; + if (mo->vel.z > 0) + mo->vel.z = 0; if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP)) { if (mo->flags3 & MF3_CEILINGHUGGER) @@ -2745,7 +2745,7 @@ static void PlayerLandedOnThing (AActor *mo, AActor *onmobj) if (mo->player->mo == mo) { - mo->player->deltaviewheight = mo->velz >> 3; + mo->player->deltaviewheight = mo->vel.z >> 3; } if (mo->player->cheats & CF_PREDICTING) @@ -2758,7 +2758,7 @@ static void PlayerLandedOnThing (AActor *mo, AActor *onmobj) { grunted = false; // Why should this number vary by gravity? - if (mo->health > 0 && mo->velz < -mo->player->mo->GruntSpeed) + if (mo->health > 0 && mo->vel.z < -mo->player->mo->GruntSpeed) { S_Sound (mo, CHAN_VOICE, "*grunt", 1, ATTN_NORM); grunted = true; @@ -3085,7 +3085,7 @@ void AActor::HitFloor () bool AActor::Slam (AActor *thing) { flags &= ~MF_SKULLFLY; - velx = vely = velz = 0; + vel.x = vel.y = vel.z = 0; if (health > 0) { if (!(flags2 & MF2_DORMANT)) @@ -3440,7 +3440,7 @@ void AActor::Tick () UnlinkFromWorld (); flags |= MF_NOBLOCKMAP; - SetXYZ(Vec3Offset(velx, vely, velz)); + SetXYZ(Vec3Offset(vel.x, vel.y, vel.z)); CheckPortalTransition(false); LinkToWorld (); } @@ -3488,7 +3488,7 @@ void AActor::Tick () { // add some smoke behind the rocket smokecounter = 0; - AActor *th = Spawn("RocketSmokeTrail", Vec3Offset(-velx, -vely, -velz), ALLOW_REPLACE); + AActor *th = Spawn("RocketSmokeTrail", Vec3Offset(-vel.x, -vel.y, -vel.z), ALLOW_REPLACE); if (th) { th->tics -= pr_rockettrail()&3; @@ -3502,10 +3502,10 @@ void AActor::Tick () if (++smokecounter == 8) { smokecounter = 0; - angle_t moveangle = R_PointToAngle2(0,0,velx,vely); + angle_t moveangle = R_PointToAngle2(0,0,vel.x,vel.y); fixed_t xo = -FixedMul(finecosine[(moveangle) >> ANGLETOFINESHIFT], radius * 2) + (pr_rockettrail() << 10); fixed_t yo = -FixedMul(finesine[(moveangle) >> ANGLETOFINESHIFT], radius * 2) + (pr_rockettrail() << 10); - AActor * th = Spawn("GrenadeSmokeTrail", Vec3Offset(xo, yo, - (height>>3) * (velz>>16) + (2*height)/3), ALLOW_REPLACE); + AActor * th = Spawn("GrenadeSmokeTrail", Vec3Offset(xo, yo, - (height>>3) * (vel.z>>16) + (2*height)/3), ALLOW_REPLACE); if (th) { th->tics -= pr_rockettrail()&3; @@ -3524,14 +3524,14 @@ void AActor::Tick () { if (health >0) { - if (abs (velz) < FRACUNIT/4) + if (abs (vel.z) < FRACUNIT/4) { - velz = 0; + vel.z = 0; flags4 &= ~MF4_VFRICTION; } else { - velz = FixedMul (velz, 0xe800); + vel.z = FixedMul (vel.z, 0xe800); } } } @@ -3768,7 +3768,7 @@ void AActor::Tick () // [RH] If standing on a steep slope, fall down it if ((flags & MF_SOLID) && !(flags & (MF_NOCLIP|MF_NOGRAVITY)) && !(flags & MF_NOBLOCKMAP) && - velz <= 0 && + vel.z <= 0 && floorz == Z()) { secplane_t floorplane; @@ -3799,8 +3799,8 @@ void AActor::Tick () } if (dopush) { - velx += floorplane.a; - vely += floorplane.b; + vel.x += floorplane.a; + vel.y += floorplane.b; } } } @@ -3810,9 +3810,9 @@ void AActor::Tick () // still have missiles that go straight up and down through actors without // damaging anything. // (for backwards compatibility this must check for lack of damage function, not for zero damage!) - if ((flags & MF_MISSILE) && (velx|vely) == 0 && Damage != NULL) + if ((flags & MF_MISSILE) && (vel.x|vel.y) == 0 && Damage != NULL) { - velx = 1; + vel.x = 1; } // Handle X and Y velocities @@ -3822,7 +3822,7 @@ void AActor::Tick () { // actor was destroyed return; } - if ((velx | vely) == 0) // Actors at rest + if ((vel.x | vel.y) == 0) // Actors at rest { if (flags2 & MF2_BLASTED) { // Reset to not blasted when velocities are gone @@ -3834,7 +3834,7 @@ void AActor::Tick () } } - if (velz || BlockingMobj || Z() != floorz) + if (vel.z || BlockingMobj || Z() != floorz) { // Handle Z velocity and gravity if (((flags2 & MF2_PASSMOBJ) || (flags & MF_SPECIAL)) && !(i_compatflags & COMPATF_NO_PASSMOBJ)) { @@ -3847,7 +3847,7 @@ void AActor::Tick () { if (player) { - if (velz < (fixed_t)(level.gravity * Sector->gravity * -655.36f) + if (vel.z < (fixed_t)(level.gravity * Sector->gravity * -655.36f) && !(flags&MF_NOGRAVITY)) { PlayerLandedOnThing (this, onmo); @@ -3883,14 +3883,14 @@ void AActor::Tick () onmo->lastbump = level.maptime + TICRATE; } } - if (velz != 0 && (BounceFlags & BOUNCE_Actors)) + if (vel.z != 0 && (BounceFlags & BOUNCE_Actors)) { P_BounceActor(this, onmo, true); } else { flags2 |= MF2_ONMOBJ; - velz = 0; + vel.z = 0; Crash(); } } @@ -4777,7 +4777,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags) p->MUSINFOactor = NULL; p->MUSINFOtics = -1; - p->velx = p->vely = 0; // killough 10/98: initialize bobbing to 0. + p->vel.x = p->vel.y = 0; // killough 10/98: initialize bobbing to 0. for (int ii = 0; ii < MAXPLAYERS; ++ii) { @@ -5360,7 +5360,7 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc { z += pr_spawnblood.Random2 () << 10; th = Spawn (bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement - th->velz = FRACUNIT*2; + th->vel.z = FRACUNIT*2; th->angle = dir; // [NG] Applying PUFFGETSOWNER to the blood will make it target the owner if (th->flags5 & MF5_PUFFGETSOWNER) th->target = originator; @@ -5456,9 +5456,9 @@ void P_BloodSplatter (fixedvec3 pos, AActor *originator) mo = Spawn(bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement mo->target = originator; - mo->velx = pr_splatter.Random2 () << 10; - mo->vely = pr_splatter.Random2 () << 10; - mo->velz = 3*FRACUNIT; + mo->vel.x = pr_splatter.Random2 () << 10; + mo->vel.y = pr_splatter.Random2 () << 10; + mo->vel.z = 3*FRACUNIT; // colorize the blood! if (bloodcolor!=0 && !(mo->flags2 & MF2_DONTTRANSLATE)) @@ -5543,8 +5543,8 @@ void P_RipperBlood (AActor *mo, AActor *bleeder) if (th->flags5 & MF5_PUFFGETSOWNER) th->target = bleeder; if (gameinfo.gametype == GAME_Heretic) th->flags |= MF_NOGRAVITY; - th->velx = mo->velx >> 1; - th->vely = mo->vely >> 1; + th->vel.x = mo->vel.x >> 1; + th->vel.y = mo->vel.y >> 1; th->tics += pr_ripperblood () & 3; // colorize the blood! @@ -5609,7 +5609,7 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z // Missiles are typically small and fast, so they might // end up submerged by the move that calls P_HitWater. if (thing->flags & MF_MISSILE) - compare_z -= thing->velz; + compare_z -= thing->vel.z; if (z > compare_z) return false; } @@ -5673,7 +5673,7 @@ foundone: // Don't splash for living things with small vertical velocities. // There are levels where the constant splashing from the monsters gets extremely annoying - if (((thing->flags3&MF3_ISMONSTER || thing->player) && thing->velz >= -6*FRACUNIT) && !force) + if (((thing->flags3&MF3_ISMONSTER || thing->player) && thing->vel.z >= -6*FRACUNIT) && !force) return Terrains[terrainnum].IsLiquid; splash = &Splashes[splashnum]; @@ -5695,13 +5695,13 @@ foundone: mo->target = thing; if (splash->ChunkXVelShift != 255) { - mo->velx = pr_chunk.Random2() << splash->ChunkXVelShift; + mo->vel.x = pr_chunk.Random2() << splash->ChunkXVelShift; } if (splash->ChunkYVelShift != 255) { - mo->vely = pr_chunk.Random2() << splash->ChunkYVelShift; + mo->vel.y = pr_chunk.Random2() << splash->ChunkYVelShift; } - mo->velz = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift); + mo->vel.z = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift); } if (splash->SplashBase) { @@ -5742,7 +5742,7 @@ bool P_HitFloor (AActor *thing) // killough 11/98: touchy objects explode on impact // Allow very short drops to be safe, so that a touchy can be summoned without exploding. - if (thing->flags6 & MF6_TOUCHY && ((thing->flags6 & MF6_ARMED) || thing->IsSentient()) && ((thing->velz) < (-5 * FRACUNIT))) + if (thing->flags6 & MF6_TOUCHY && ((thing->flags6 & MF6_ARMED) || thing->IsSentient()) && ((thing->vel.z) < (-5 * FRACUNIT))) { thing->flags6 &= ~MF6_ARMED; // Disarm P_DamageMobj (thing, NULL, NULL, thing->health, NAME_Crush, DMG_FORCED); // kill object @@ -5828,7 +5828,7 @@ bool P_CheckMissileSpawn (AActor* th, fixed_t maxdist) if (maxdist > 0) { // move a little forward so an angle can be computed if it immediately explodes - DVector3 advance(FIXED2DBL(th->velx), FIXED2DBL(th->vely), FIXED2DBL(th->velz)); + DVector3 advance(FIXED2DBL(th->vel.x), FIXED2DBL(th->vel.y), FIXED2DBL(th->vel.z)); double maxsquared = FIXED2DBL(maxdist); maxsquared *= maxsquared; @@ -6012,9 +6012,9 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, velocity.Z += (dest->height - z + source->Z()); } velocity.Resize (speed); - th->velx = xs_CRoundToInt(velocity.X); - th->vely = xs_CRoundToInt(velocity.Y); - th->velz = xs_CRoundToInt(velocity.Z); + th->vel.x = xs_CRoundToInt(velocity.X); + th->vel.y = xs_CRoundToInt(velocity.Y); + th->vel.z = xs_CRoundToInt(velocity.Z); // invisible target: rotate velocity vector in 2D // [RC] Now monsters can aim at invisible player as if they were fully visible. @@ -6023,13 +6023,13 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, angle_t an = pr_spawnmissile.Random2 () << 20; an >>= ANGLETOFINESHIFT; - fixed_t newx = DMulScale16 (th->velx, finecosine[an], -th->vely, finesine[an]); - fixed_t newy = DMulScale16 (th->velx, finesine[an], th->vely, finecosine[an]); - th->velx = newx; - th->vely = newy; + fixed_t newx = DMulScale16 (th->vel.x, finecosine[an], -th->vel.y, finesine[an]); + fixed_t newy = DMulScale16 (th->vel.x, finesine[an], th->vel.y, finecosine[an]); + th->vel.x = newx; + th->vel.y = newy; } - th->angle = R_PointToAngle2 (0, 0, th->velx, th->vely); + th->angle = R_PointToAngle2 (0, 0, th->vel.x, th->vel.y); if (th->flags4 & MF4_SPECTRAL) { @@ -6054,8 +6054,8 @@ AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassAct th->angle = an = source->AngleTo(dest); an >>= ANGLETOFINESHIFT; - th->velx = FixedMul (th->Speed, finecosine[an]); - th->vely = FixedMul (th->Speed, finesine[an]); + th->vel.x = FixedMul (th->Speed, finecosine[an]); + th->vel.y = FixedMul (th->Speed, finesine[an]); dist = source->AproxDistance (dest); if (th->Speed) dist = dist / th->Speed; @@ -6063,7 +6063,7 @@ AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassAct if (dist < 1) dist = 1; - th->velz = (dest->Z() - source->Z()) / dist; + th->vel.z = (dest->Z() - source->Z()) / dist; if (th->flags4 & MF4_SPECTRAL) { @@ -6084,20 +6084,20 @@ AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassAct //--------------------------------------------------------------------------- AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, - angle_t angle, fixed_t velz) + angle_t angle, fixed_t vz) { if (source == NULL) { return NULL; } return P_SpawnMissileAngleZSpeed (source, source->Z() + 32*FRACUNIT + source->GetBobOffset(), - type, angle, velz, GetDefaultSpeed (type)); + type, angle, vz, GetDefaultSpeed (type)); } AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z, - PClassActor *type, angle_t angle, fixed_t velz) + PClassActor *type, angle_t angle, fixed_t vz) { - return P_SpawnMissileAngleZSpeed (source, z, type, angle, velz, + return P_SpawnMissileAngleZSpeed (source, z, type, angle, vz, GetDefaultSpeed (type)); } @@ -6110,7 +6110,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassAct angle_t an; fixed_t dist; fixed_t speed; - fixed_t velz; + fixed_t vz; an = source->angle; @@ -6121,8 +6121,8 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassAct dist = source->AproxDistance (dest); speed = GetDefaultSpeed (type); dist /= speed; - velz = dist != 0 ? (dest->Z() - source->Z())/dist : speed; - return P_SpawnMissileAngleZSpeed (source, z, type, an, velz, speed); + vz = dist != 0 ? (dest->Z() - source->Z())/dist : speed; + return P_SpawnMissileAngleZSpeed (source, z, type, an, vz, speed); } //--------------------------------------------------------------------------- @@ -6135,18 +6135,18 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassAct //--------------------------------------------------------------------------- AActor *P_SpawnMissileAngleSpeed (AActor *source, PClassActor *type, - angle_t angle, fixed_t velz, fixed_t speed) + angle_t angle, fixed_t vz, fixed_t speed) { if (source == NULL) { return NULL; } return P_SpawnMissileAngleZSpeed (source, source->Z() + 32*FRACUNIT + source->GetBobOffset(), - type, angle, velz, speed); + type, angle, vz, speed); } AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z, - PClassActor *type, angle_t angle, fixed_t velz, fixed_t speed, AActor *owner, bool checkspawn) + PClassActor *type, angle_t angle, fixed_t vz, fixed_t speed, AActor *owner, bool checkspawn) { if (source == NULL) { @@ -6166,9 +6166,9 @@ AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z, mo->target = owner; mo->angle = angle; angle >>= ANGLETOFINESHIFT; - mo->velx = FixedMul (speed, finecosine[angle]); - mo->vely = FixedMul (speed, finesine[angle]); - mo->velz = velz; + mo->vel.x = FixedMul (speed, finecosine[angle]); + mo->vel.y = FixedMul (speed, finesine[angle]); + mo->vel.z = vz; if (mo->flags4 & MF4_SPECTRAL) { @@ -6295,9 +6295,9 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, vec.Z = 0; } vec.Resize(speed); - MissileActor->velx = xs_CRoundToInt(vec.X); - MissileActor->vely = xs_CRoundToInt(vec.Y); - MissileActor->velz = xs_CRoundToInt(vec.Z); + MissileActor->vel.x = xs_CRoundToInt(vec.X); + MissileActor->vel.y = xs_CRoundToInt(vec.Y); + MissileActor->vel.z = xs_CRoundToInt(vec.Z); if (MissileActor->flags4 & MF4_SPECTRAL) { @@ -6774,7 +6774,7 @@ void PrintMiscActorInfo(AActor *query) FIXED2DBL(query->X()), FIXED2DBL(query->Y()), FIXED2DBL(query->Z()), FIXED2DBL(query->floorz), FIXED2DBL(query->ceilingz)); Printf("\nSpeed= %f, velocity= x:%f, y:%f, z:%f, combined:%f.\n", - FIXED2DBL(query->Speed), FIXED2DBL(query->velx), FIXED2DBL(query->vely), FIXED2DBL(query->velz), - sqrt(pow(FIXED2DBL(query->velx), 2) + pow(FIXED2DBL(query->vely), 2) + pow(FIXED2DBL(query->velz), 2))); + FIXED2DBL(query->Speed), FIXED2DBL(query->vel.x), FIXED2DBL(query->vel.y), FIXED2DBL(query->vel.z), + sqrt(pow(FIXED2DBL(query->vel.x), 2) + pow(FIXED2DBL(query->vel.y), 2) + pow(FIXED2DBL(query->vel.z), 2))); } } diff --git a/src/p_spec.cpp b/src/p_spec.cpp index ece79c2fb..8a8f21c50 100644 --- a/src/p_spec.cpp +++ b/src/p_spec.cpp @@ -2283,8 +2283,8 @@ void DPusher::Tick () if (m_Source->GetClass()->TypeName == NAME_PointPusher) pushangle += ANG180; // away pushangle >>= ANGLETOFINESHIFT; - thing->velx += FixedMul (speed, finecosine[pushangle]); - thing->vely += FixedMul (speed, finesine[pushangle]); + thing->vel.x += FixedMul (speed, finecosine[pushangle]); + thing->vel.y += FixedMul (speed, finesine[pushangle]); } } } @@ -2358,8 +2358,8 @@ void DPusher::Tick () yspeed = m_Ymag; } } - thing->velx += xspeed<<(FRACBITS-PUSH_FACTOR); - thing->vely += yspeed<<(FRACBITS-PUSH_FACTOR); + thing->vel.x += xspeed<<(FRACBITS-PUSH_FACTOR); + thing->vel.y += yspeed<<(FRACBITS-PUSH_FACTOR); } } diff --git a/src/p_teleport.cpp b/src/p_teleport.cpp index d93d1096a..b6bdceda5 100644 --- a/src/p_teleport.cpp +++ b/src/p_teleport.cpp @@ -122,7 +122,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, ceilingheight = destsect->ceilingplane.ZatPoint (x, y); if (thing->flags & MF_MISSILE) { // We don't measure z velocity, because it doesn't change. - missilespeed = xs_CRoundToInt(DVector2(thing->velx, thing->vely).Length()); + missilespeed = xs_CRoundToInt(DVector2(thing->vel.x, thing->vel.y).Length()); } if (flags & TELF_KEEPHEIGHT) { @@ -215,16 +215,16 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, if (thing->flags & MF_MISSILE) { angle >>= ANGLETOFINESHIFT; - thing->velx = FixedMul (missilespeed, finecosine[angle]); - thing->vely = FixedMul (missilespeed, finesine[angle]); + thing->vel.x = FixedMul (missilespeed, finecosine[angle]); + thing->vel.y = FixedMul (missilespeed, finesine[angle]); } // [BC] && bHaltVelocity. else if (!(flags & TELF_KEEPORIENTATION) && !(flags & TELF_KEEPVELOCITY)) { // no fog doesn't alter the player's momentum - thing->velx = thing->vely = thing->velz = 0; + thing->vel.x = thing->vel.y = thing->vel.z = 0; // killough 10/98: kill all bobbing velocity too if (player) - player->velx = player->vely = 0; + player->vel.x = player->vel.y = 0; } return true; } @@ -330,7 +330,7 @@ bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int f fixed_t z; angle_t angle = 0; fixed_t s = 0, c = 0; - fixed_t velx = 0, vely = 0; + fixed_t vx = 0, vy = 0; angle_t badangle = 0; if (thing == NULL) @@ -365,8 +365,8 @@ bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int f c = finecosine[angle>>ANGLETOFINESHIFT]; // Velocity of thing crossing teleporter linedef - velx = thing->velx; - vely = thing->vely; + vx = thing->vel.x; + vy = thing->vel.y; z = searcher->Z(); } @@ -391,10 +391,10 @@ bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int f thing->angle += angle; // Rotate thing's velocity to come out of exit just like it entered - thing->velx = FixedMul(velx, c) - FixedMul(vely, s); - thing->vely = FixedMul(vely, c) + FixedMul(velx, s); + thing->vel.x = FixedMul(vx, c) - FixedMul(vy, s); + thing->vel.y = FixedMul(vy, c) + FixedMul(vx, s); } - if ((velx | vely) == 0 && thing->player != NULL && thing->player->mo == thing && !predicting) + if ((vx | vy) == 0 && thing->player != NULL && thing->player->mo == thing && !predicting) { thing->player->mo->PlayIdle (); } @@ -554,21 +554,21 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO thing->angle += angle; // Velocity of thing crossing teleporter linedef - x = thing->velx; - y = thing->vely; + x = thing->vel.x; + y = thing->vel.y; // Rotate thing's velocity to come out of exit just like it entered - thing->velx = DMulScale16 (x, c, -y, s); - thing->vely = DMulScale16 (y, c, x, s); + thing->vel.x = DMulScale16 (x, c, -y, s); + thing->vel.y = DMulScale16 (y, c, x, s); // Adjust a player's view, in case there has been a height change if (player && player->mo == thing) { // Adjust player's local copy of velocity - x = player->velx; - y = player->vely; - player->velx = DMulScale16 (x, c, -y, s); - player->vely = DMulScale16 (y, c, x, s); + x = player->vel.x; + y = player->vel.y; + player->vel.x = DMulScale16 (x, c, -y, s); + player->vel.y = DMulScale16 (y, c, x, s); // Save the current deltaviewheight, used in stepping fixed_t deltaviewheight = player->deltaviewheight; diff --git a/src/p_things.cpp b/src/p_things.cpp index eecf57ebc..5b0810d51 100644 --- a/src/p_things.cpp +++ b/src/p_things.cpp @@ -259,7 +259,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam vect.z += targ->height / 2; DVector3 aim(vect.x, vect.y, vect.z); - if (leadTarget && speed > 0 && (targ->velx | targ->vely | targ->velz)) + if (leadTarget && speed > 0 && (targ->vel.x | targ->vel.y | targ->vel.z)) { // Aiming at the target's position some time in the future // is basically just an application of the law of sines: @@ -268,14 +268,14 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam // with the math. I don't think I would have thought of using // trig alone had I been left to solve it by myself. - DVector3 tvel(targ->velx, targ->vely, targ->velz); + DVector3 tvel(targ->vel.x, targ->vel.y, targ->vel.z); if (!(targ->flags & MF_NOGRAVITY) && targ->waterlevel < 3) { // If the target is subject to gravity and not underwater, // assume that it isn't moving vertically. Thanks to gravity, // even if we did consider the vertical component of the target's // velocity, we would still miss more often than not. tvel.Z = 0.0; - if ((targ->velx | targ->vely) == 0) + if ((targ->vel.x | targ->vel.y) == 0) { goto nolead; } @@ -299,19 +299,19 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam DVector3 aimvec = rm * aim; // And make the projectile follow that vector at the desired speed. double aimscale = fspeed / dist; - mobj->velx = fixed_t (aimvec[0] * aimscale); - mobj->vely = fixed_t (aimvec[1] * aimscale); - mobj->velz = fixed_t (aimvec[2] * aimscale); - mobj->angle = R_PointToAngle2 (0, 0, mobj->velx, mobj->vely); + mobj->vel.x = fixed_t (aimvec[0] * aimscale); + mobj->vel.y = fixed_t (aimvec[1] * aimscale); + mobj->vel.z = fixed_t (aimvec[2] * aimscale); + mobj->angle = R_PointToAngle2 (0, 0, mobj->vel.x, mobj->vel.y); } else { nolead: mobj->angle = mobj->AngleTo(targ); aim.Resize (fspeed); - mobj->velx = fixed_t(aim[0]); - mobj->vely = fixed_t(aim[1]); - mobj->velz = fixed_t(aim[2]); + mobj->vel.x = fixed_t(aim[0]); + mobj->vel.y = fixed_t(aim[1]); + mobj->vel.z = fixed_t(aim[2]); } if (mobj->flags2 & MF2_SEEKERMISSILE) { @@ -321,19 +321,19 @@ nolead: else { mobj->angle = angle; - mobj->velx = FixedMul (speed, finecosine[angle>>ANGLETOFINESHIFT]); - mobj->vely = FixedMul (speed, finesine[angle>>ANGLETOFINESHIFT]); - mobj->velz = vspeed; + mobj->vel.x = FixedMul (speed, finecosine[angle>>ANGLETOFINESHIFT]); + mobj->vel.y = FixedMul (speed, finesine[angle>>ANGLETOFINESHIFT]); + mobj->vel.z = vspeed; } // Set the missile's speed to reflect the speed it was spawned at. if (mobj->flags & MF_MISSILE) { - mobj->Speed = fixed_t (sqrt (double(mobj->velx)*mobj->velx + double(mobj->vely)*mobj->vely + double(mobj->velz)*mobj->velz)); + mobj->Speed = fixed_t (sqrt (double(mobj->vel.x)*mobj->vel.x + double(mobj->vel.y)*mobj->vel.y + double(mobj->vel.z)*mobj->vel.z)); } // Hugger missiles don't have any vertical velocity if (mobj->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)) { - mobj->velz = 0; + mobj->vel.z = 0; } if (mobj->flags & MF_SPECIAL) { @@ -427,7 +427,7 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser) AActor *info = thing->GetDefault (); - thing->velx = thing->vely = 0; + thing->vel.x = thing->vel.y = 0; // [RH] Check against real height and radius fixed_t oldheight = thing->height; @@ -500,16 +500,16 @@ void P_Thing_SetVelocity(AActor *actor, fixed_t vx, fixed_t vy, fixed_t vz, bool { if (!add) { - actor->velx = actor->vely = actor->velz = 0; - if (actor->player != NULL) actor->player->velx = actor->player->vely = 0; + actor->vel.x = actor->vel.y = actor->vel.z = 0; + if (actor->player != NULL) actor->player->vel.x = actor->player->vel.y = 0; } - actor->velx += vx; - actor->vely += vy; - actor->velz += vz; + actor->vel.x += vx; + actor->vel.y += vy; + actor->vel.z += vz; if (setbob && actor->player != NULL) { - actor->player->velx += vx; - actor->player->vely += vy; + actor->player->vel.x += vx; + actor->player->vel.y += vy; } } } @@ -771,15 +771,15 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, if (flags & WARPF_COPYVELOCITY) { - caller->velx = reference->velx; - caller->vely = reference->vely; - caller->velz = reference->velz; + caller->vel.x = reference->vel.x; + caller->vel.y = reference->vel.y; + caller->vel.z = reference->vel.z; } if (flags & WARPF_STOP) { - caller->velx = 0; - caller->vely = 0; - caller->velz = 0; + caller->vel.x = 0; + caller->vel.y = 0; + caller->vel.z = 0; } // this is no fun with line portals diff --git a/src/p_user.cpp b/src/p_user.cpp index 73f8febcd..5a26d46f3 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -257,8 +257,7 @@ player_t::player_t() viewheight(0), deltaviewheight(0), bob(0), - velx(0), - vely(0), + vel({ 0,0 }), centering(0), turnticks(0), attackdown(0), @@ -337,8 +336,8 @@ player_t &player_t::operator=(const player_t &p) viewheight = p.viewheight; deltaviewheight = p.deltaviewheight; bob = p.bob; - velx = p.velx; - vely = p.vely; + vel.x = p.vel.x; + vel.y = p.vel.y; centering = p.centering; turnticks = p.turnticks; attackdown = p.attackdown; @@ -1580,7 +1579,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream) // Handle the different player death screams if ((((level.flags >> 15) | (dmflags)) & (DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) && - self->velz <= -39*FRACUNIT) + self->vel.z <= -39*FRACUNIT) { sound = S_FindSkinnedSound (self, "*splat"); chan = CHAN_BODY; @@ -1652,9 +1651,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop) self->flags &= ~MF_SOLID; mo = (APlayerPawn *)Spawn (spawntype, self->PosPlusZ(48*FRACUNIT), NO_REPLACE); //mo->target = self; - mo->velx = pr_skullpop.Random2() << 9; - mo->vely = pr_skullpop.Random2() << 9; - mo->velz = 2*FRACUNIT + (pr_skullpop() << 6); + mo->vel.x = pr_skullpop.Random2() << 9; + mo->vel.y = pr_skullpop.Random2() << 9; + mo->vel.z = 2*FRACUNIT + (pr_skullpop() << 6); // Attach player mobj to bloody skull player = self->player; self->player = NULL; @@ -1760,8 +1759,8 @@ void P_SideThrust (player_t *player, angle_t angle, fixed_t move) { angle = (angle - ANGLE_90) >> ANGLETOFINESHIFT; - player->mo->velx += FixedMul (move, finecosine[angle]); - player->mo->vely += FixedMul (move, finesine[angle]); + player->mo->vel.x += FixedMul (move, finecosine[angle]); + player->mo->vel.y += FixedMul (move, finesine[angle]); } void P_ForwardThrust (player_t *player, angle_t angle, fixed_t move) @@ -1775,11 +1774,11 @@ void P_ForwardThrust (player_t *player, angle_t angle, fixed_t move) fixed_t zpush = FixedMul (move, finesine[pitch]); if (player->mo->waterlevel && player->mo->waterlevel < 2 && zpush < 0) zpush = 0; - player->mo->velz -= zpush; + player->mo->vel.z -= zpush; move = FixedMul (move, finecosine[pitch]); } - player->mo->velx += FixedMul (move, finecosine[angle]); - player->mo->vely += FixedMul (move, finesine[angle]); + player->mo->vel.x += FixedMul (move, finecosine[angle]); + player->mo->vel.y += FixedMul (move, finesine[angle]); } // @@ -1805,8 +1804,8 @@ void P_Bob (player_t *player, angle_t angle, fixed_t move, bool forward) angle >>= ANGLETOFINESHIFT; - player->velx += FixedMul(move, finecosine[angle]); - player->vely += FixedMul(move, finesine[angle]); + player->vel.x += FixedMul(move, finecosine[angle]); + player->vel.y += FixedMul(move, finesine[angle]); } /* @@ -1845,7 +1844,7 @@ void P_CalcHeight (player_t *player) } else { - player->bob = DMulScale16 (player->velx, player->velx, player->vely, player->vely); + player->bob = DMulScale16 (player->vel.x, player->vel.x, player->vel.y, player->vel.y); if (player->bob == 0) { still = true; @@ -2065,7 +2064,7 @@ void P_FallingDamage (AActor *actor) if (actor->floorsector->Flags & SECF_NOFALLINGDAMAGE) return; - vel = abs(actor->velz); + vel = abs(actor->vel.z); // Since Hexen falling damage is stronger than ZDoom's, it takes // precedence. ZDoom falling damage may not be as strong, but it @@ -2086,7 +2085,7 @@ void P_FallingDamage (AActor *actor) { vel = FixedMul (vel, 16*FRACUNIT/23); damage = ((FixedMul (vel, vel) / 10) >> FRACBITS) - 24; - if (actor->velz > -39*FRACUNIT && damage > actor->health + if (actor->vel.z > -39*FRACUNIT && damage > actor->health && actor->health != 1) { // No-death threshold damage = actor->health-1; @@ -2575,11 +2574,11 @@ void P_PlayerThink (player_t *player) } else if (player->mo->waterlevel >= 2) { - player->mo->velz = FixedMul(4*FRACUNIT, player->mo->Speed); + player->mo->vel.z = FixedMul(4*FRACUNIT, player->mo->Speed); } else if (player->mo->flags & MF_NOGRAVITY) { - player->mo->velz = 3*FRACUNIT; + player->mo->vel.z = 3*FRACUNIT; } else if (level.IsJumpingAllowed() && player->onground && player->jumpTics == 0) { @@ -2588,7 +2587,7 @@ void P_PlayerThink (player_t *player) // [BC] If the player has the high jump power, double his jump velocity. if ( player->cheats & CF_HIGHJUMP ) jumpvelz *= 2; - player->mo->velz += jumpvelz; + player->mo->vel.z += jumpvelz; player->mo->flags2 &= ~MF2_ONMOBJ; player->jumpTics = -1; if (!(player->cheats & CF_PREDICTING)) @@ -2614,12 +2613,12 @@ void P_PlayerThink (player_t *player) } if (player->mo->waterlevel >= 2 || (player->mo->flags2 & MF2_FLY) || (player->cheats & CF_NOCLIP2)) { - player->mo->velz = FixedMul(player->mo->Speed, cmd->ucmd.upmove << 9); + player->mo->vel.z = FixedMul(player->mo->Speed, cmd->ucmd.upmove << 9); if (player->mo->waterlevel < 2 && !(player->mo->flags & MF_NOGRAVITY)) { player->mo->flags2 |= MF2_FLY; player->mo->flags |= MF_NOGRAVITY; - if ((player->mo->velz <= -39 * FRACUNIT) && !(player->cheats & CF_PREDICTING)) + if ((player->mo->vel.z <= -39 * FRACUNIT) && !(player->cheats & CF_PREDICTING)) { // Stop falling scream S_StopSound (player->mo, CHAN_VOICE); } @@ -2649,8 +2648,8 @@ void P_PlayerThink (player_t *player) // Player must be touching the floor P_PlayerOnSpecialFlat(player, P_GetThingFloorType(player->mo)); } - if (player->mo->velz <= -player->mo->FallingScreamMinSpeed && - player->mo->velz >= -player->mo->FallingScreamMaxSpeed && !player->morphTics && + if (player->mo->vel.z <= -player->mo->FallingScreamMinSpeed && + player->mo->vel.z >= -player->mo->FallingScreamMaxSpeed && !player->morphTics && player->mo->waterlevel == 0) { int id = S_FindSkinnedSound (player->mo, "*falling"); @@ -3072,8 +3071,8 @@ void player_t::Serialize (FArchive &arc) << viewheight << deltaviewheight << bob - << velx - << vely + << vel.x + << vel.y << centering << health << inventorytics; diff --git a/src/po_man.cpp b/src/po_man.cpp index 64f1fde61..ab6de8756 100644 --- a/src/po_man.cpp +++ b/src/po_man.cpp @@ -900,8 +900,8 @@ void FPolyObj::ThrustMobj (AActor *actor, side_t *side) thrustX = FixedMul (force, finecosine[thrustAngle]); thrustY = FixedMul (force, finesine[thrustAngle]); - actor->velx += thrustX; - actor->vely += thrustY; + actor->vel.x += thrustX; + actor->vel.y += thrustY; if (crush) { fixedvec2 pos = actor->Vec2Offset(thrustX, thrustY); diff --git a/src/s_sound.cpp b/src/s_sound.cpp index a1c4c6454..38a43a430 100644 --- a/src/s_sound.cpp +++ b/src/s_sound.cpp @@ -736,9 +736,9 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, // Only actors maintain velocity information. if (type == SOURCE_Actor && actor != NULL) { - vel->X = FIXED2FLOAT(actor->velx) * TICRATE; - vel->Y = FIXED2FLOAT(actor->velz) * TICRATE; - vel->Z = FIXED2FLOAT(actor->vely) * TICRATE; + vel->X = FIXED2FLOAT(actor->vel.x) * TICRATE; + vel->Y = FIXED2FLOAT(actor->vel.z) * TICRATE; + vel->Z = FIXED2FLOAT(actor->vel.y) * TICRATE; } else { @@ -1952,9 +1952,9 @@ static void S_SetListener(SoundListener &listener, AActor *listenactor) { listener.angle = ANGLE2RADF(listenactor->angle); /* - listener.velocity.X = listenactor->velx * (TICRATE/65536.f); - listener.velocity.Y = listenactor->velz * (TICRATE/65536.f); - listener.velocity.Z = listenactor->vely * (TICRATE/65536.f); + listener.velocity.X = listenactor->vel.x * (TICRATE/65536.f); + listener.velocity.Y = listenactor->vel.z * (TICRATE/65536.f); + listener.velocity.Z = listenactor->vel.y * (TICRATE/65536.f); */ listener.velocity.Zero(); listener.position.X = FIXED2FLOAT(listenactor->SoundX()); diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index b9ad61e6f..c5081f57a 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -1260,16 +1260,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile) { if (CMF_OFFSETPITCH & flags) { - DVector2 velocity (missile->velx, missile->vely); - pitch += R_PointToAngle2(0,0, xs_CRoundToInt(velocity.Length()), missile->velz); + DVector2 velocity (missile->vel.x, missile->vel.y); + pitch += R_PointToAngle2(0,0, xs_CRoundToInt(velocity.Length()), missile->vel.z); } ang = pitch >> ANGLETOFINESHIFT; missilespeed = abs(FixedMul(finecosine[ang], missile->Speed)); - missile->velz = FixedMul(finesine[ang], missile->Speed); + missile->vel.z = FixedMul(finesine[ang], missile->Speed); } else { - DVector2 velocity (missile->velx, missile->vely); + DVector2 velocity (missile->vel.x, missile->vel.y); missilespeed = xs_CRoundToInt(velocity.Length()); } @@ -1284,8 +1284,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile) missile->angle = (CMF_ABSOLUTEANGLE & flags) ? angle : missile->angle + angle ; ang = missile->angle >> ANGLETOFINESHIFT; - missile->velx = FixedMul(missilespeed, finecosine[ang]); - missile->vely = FixedMul(missilespeed, finesine[ang]); + missile->vel.x = FixedMul(missilespeed, finecosine[ang]); + missile->vel.y = FixedMul(missilespeed, finesine[ang]); // handle projectile shooting projectiles - track the // links back to a real owner @@ -1677,12 +1677,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile) { // This original implementation is to aim straight ahead and then offset // the angle from the resulting direction. - DVector3 velocity(misl->velx, misl->vely, 0); + DVector3 velocity(misl->vel.x, misl->vel.y, 0); fixed_t missilespeed = xs_CRoundToInt(velocity.Length()); misl->angle += angle; angle_t an = misl->angle >> ANGLETOFINESHIFT; - misl->velx = FixedMul (missilespeed, finecosine[an]); - misl->vely = FixedMul (missilespeed, finesine[an]); + misl->vel.x = FixedMul (missilespeed, finecosine[an]); + misl->vel.y = FixedMul (missilespeed, finesine[an]); } } } @@ -1940,7 +1940,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) // Let the aim trail behind the player if (aim) { - saved_angle = self->angle = self->AngleTo(self->target, -self->target->velx * 3, -self->target->vely * 3); + saved_angle = self->angle = self->AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3); if (aim == CRF_AIMDIRECT) { @@ -1950,7 +1950,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) spawnofs_xy * finecosine[self->angle], spawnofs_xy * finesine[self->angle])); spawnofs_xy = 0; - self->angle = self->AngleTo(self->target,- self->target->velx * 3, -self->target->vely * 3); + self->angle = self->AngleTo(self->target,- self->target->vel.x * 3, -self->target->vel.y * 3); } if (self->target->flags & MF_SHADOW) @@ -2518,15 +2518,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx) } if (flags & SIXF_MULTIPLYSPEED) { - mo->velx = FixedMul(xvel, mo->Speed); - mo->vely = FixedMul(yvel, mo->Speed); - mo->velz = FixedMul(zvel, mo->Speed); + mo->vel.x = FixedMul(xvel, mo->Speed); + mo->vel.y = FixedMul(yvel, mo->Speed); + mo->vel.z = FixedMul(zvel, mo->Speed); } else { - mo->velx = xvel; - mo->vely = yvel; - mo->velz = zvel; + mo->vel.x = xvel; + mo->vel.y = yvel; + mo->vel.z = zvel; } mo->angle = angle; } @@ -2598,9 +2598,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade) fixed_t z_velx = FixedMul(z_xyscale, finecosine[angle]); fixed_t z_vely = FixedMul(z_xyscale, finesine[angle]); - bo->velx = xy_velx + z_velx + (self->velx >> 1); - bo->vely = xy_vely + z_vely + (self->vely >> 1); - bo->velz = xy_velz + z_velz; + bo->vel.x = xy_velx + z_velx + (self->vel.x >> 1); + bo->vel.y = xy_vely + z_vely + (self->vel.y >> 1); + bo->vel.z = xy_velz + z_velz; bo->target = self; P_CheckMissileSpawn (bo, self->radius); @@ -2625,8 +2625,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil) angle_t angle = self->angle + ANG180; angle >>= ANGLETOFINESHIFT; - self->velx += FixedMul(xyvel, finecosine[angle]); - self->vely += FixedMul(xyvel, finesine[angle]); + self->vel.x += FixedMul(xyvel, finecosine[angle]); + self->vel.y += FixedMul(xyvel, finesine[angle]); return 0; } @@ -2985,9 +2985,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris) { mo->SetState (mo->GetClass()->OwnedStates + i); } - mo->velz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT); - mo->velx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6)); - mo->vely = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6)); + mo->vel.z = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT); + mo->vel.x = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6)); + mo->vel.y = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6)); } } return 0; @@ -3344,7 +3344,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst) return 0; } - self->velx = self->vely = self->velz = 0; + self->vel.x = self->vel.y = self->vel.z = 0; self->height = self->GetDefault()->height; // [RH] In Hexen, this creates a random number of shards (range [24,56]) @@ -3363,9 +3363,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst) if (mo) { - mo->velz = FixedDiv(mo->Z() - self->Z(), self->height)<<2; - mo->velx = pr_burst.Random2 () << (FRACBITS-7); - mo->vely = pr_burst.Random2 () << (FRACBITS-7); + mo->vel.z = FixedDiv(mo->Z() - self->Z(), self->height)<<2; + mo->vel.x = pr_burst.Random2 () << (FRACBITS-7); + mo->vel.y = pr_burst.Random2 () << (FRACBITS-7); mo->RenderStyle = self->RenderStyle; mo->alpha = self->alpha; mo->CopyFriendliness(self, true); @@ -3429,11 +3429,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling) DEFINE_ACTION_FUNCTION(AActor, A_Stop) { PARAM_ACTION_PROLOGUE; - self->velx = self->vely = self->velz = 0; + self->vel.x = self->vel.y = self->vel.z = 0; if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING)) { self->player->mo->PlayIdle(); - self->player->velx = self->player->vely = 0; + self->player->vel.x = self->player->vel.y = 0; } return 0; } @@ -3443,10 +3443,10 @@ static void CheckStopped(AActor *self) if (self->player != NULL && self->player->mo == self && !(self->player->cheats & CF_PREDICTING) && - !(self->velx | self->vely | self->velz)) + !(self->vel.x | self->vel.y | self->vel.z)) { self->player->mo->PlayIdle(); - self->player->velx = self->player->vely = 0; + self->player->vel.x = self->player->vel.y = 0; } } @@ -4562,11 +4562,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity) return 0; } - INTBOOL was_moving = ref->velx | ref->vely | ref->velz; + INTBOOL was_moving = ref->vel.x | ref->vel.y | ref->vel.z; - ref->velx = FixedMul(ref->velx, scale); - ref->vely = FixedMul(ref->vely, scale); - ref->velz = FixedMul(ref->velz, scale); + ref->vel.x = FixedMul(ref->vel.x, scale); + ref->vel.y = FixedMul(ref->vel.y, scale); + ref->vel.z = FixedMul(ref->vel.z, scale); // If the actor was previously moving but now is not, and is a player, // update its player variables. (See A_Stop.) @@ -4599,7 +4599,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity) return 0; } - INTBOOL was_moving = ref->velx | ref->vely | ref->velz; + INTBOOL was_moving = ref->vel.x | ref->vel.y | ref->vel.z; fixed_t vx = x, vy = y, vz = z; fixed_t sina = finesine[ref->angle >> ANGLETOFINESHIFT]; @@ -4612,15 +4612,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity) } if (flags & 2) // discard old velocity - replace old velocity with new velocity { - ref->velx = vx; - ref->vely = vy; - ref->velz = vz; + ref->vel.x = vx; + ref->vel.y = vy; + ref->vel.z = vz; } else // add new velocity to old velocity { - ref->velx += vx; - ref->vely += vy; - ref->velz += vz; + ref->vel.x += vx; + ref->vel.y += vy; + ref->vel.z += vz; } if (was_moving) @@ -4903,7 +4903,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport) ref->angle = spot->angle; if (!(flags & TF_KEEPVELOCITY)) - ref->velx = ref->vely = ref->velz = 0; + ref->vel.x = ref->vel.y = ref->vel.z = 0; if (!(flags & TF_NOJUMP)) //The state jump should only happen with the calling actor. { @@ -5139,9 +5139,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack) dist /= blocksize; // Now for the speed accuracy thingie - fixed_t speed = FixedMul(self->target->velx, self->target->velx) - + FixedMul(self->target->vely, self->target->vely) - + FixedMul(self->target->velz, self->target->velz); + fixed_t speed = FixedMul(self->target->vel.x, self->target->vel.x) + + FixedMul(self->target->vel.y, self->target->vel.y) + + FixedMul(self->target->vel.z, self->target->vel.z); int hitchance = speed < runspeed ? 256 : 160; // Distance accuracy (factoring dodge) @@ -6776,10 +6776,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection) } //Don't bother calculating this if we don't have any horizontal movement. - if (!(flags & FMDF_NOANGLE) && (mobj->velx != 0 || mobj->vely != 0)) + if (!(flags & FMDF_NOANGLE) && (mobj->vel.x != 0 || mobj->vel.y != 0)) { angle_t current = mobj->angle; - const angle_t angle = R_PointToAngle2(0, 0, mobj->velx, mobj->vely); + const angle_t angle = R_PointToAngle2(0, 0, mobj->vel.x, mobj->vel.y); //Done because using anglelimit directly causes a signed/unsigned mismatch. const angle_t limit = anglelimit; @@ -6814,8 +6814,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection) if (!(flags & FMDF_NOPITCH)) { fixed_t current = mobj->pitch; - const DVector2 velocity(mobj->velx, mobj->vely); - const fixed_t pitch = R_PointToAngle2(0, 0, xs_CRoundToInt(velocity.Length()), -mobj->velz); + const DVector2 velocity(mobj->vel.x, mobj->vel.y); + const fixed_t pitch = R_PointToAngle2(0, 0, xs_CRoundToInt(velocity.Length()), -mobj->vel.z); if (pitchlimit > 0) { // [MC] angle_t for pitchlimit was required because otherwise diff --git a/src/thingdef/thingdef_data.cpp b/src/thingdef/thingdef_data.cpp index 327435b96..132440a73 100644 --- a/src/thingdef/thingdef_data.cpp +++ b/src/thingdef/thingdef_data.cpp @@ -635,12 +635,12 @@ void InitThingdef() symt.AddSymbol(new PField(NAME_X, TypeFixed, VARF_Native, myoffsetof(AActor,__pos.x))); // must remain read-only! symt.AddSymbol(new PField(NAME_Y, TypeFixed, VARF_Native, myoffsetof(AActor,__pos.y))); // must remain read-only! symt.AddSymbol(new PField(NAME_Z, TypeFixed, VARF_Native, myoffsetof(AActor,__pos.z))); // must remain read-only! - symt.AddSymbol(new PField(NAME_VelX, TypeFixed, VARF_Native, myoffsetof(AActor,velx))); - symt.AddSymbol(new PField(NAME_VelY, TypeFixed, VARF_Native, myoffsetof(AActor,vely))); - symt.AddSymbol(new PField(NAME_VelZ, TypeFixed, VARF_Native, myoffsetof(AActor,velz))); - symt.AddSymbol(new PField(NAME_MomX, TypeFixed, VARF_Native, myoffsetof(AActor,velx))); - symt.AddSymbol(new PField(NAME_MomY, TypeFixed, VARF_Native, myoffsetof(AActor,vely))); - symt.AddSymbol(new PField(NAME_MomZ, TypeFixed, VARF_Native, myoffsetof(AActor,velz))); + symt.AddSymbol(new PField(NAME_VelX, TypeFixed, VARF_Native, myoffsetof(AActor,vel.x))); + symt.AddSymbol(new PField(NAME_VelY, TypeFixed, VARF_Native, myoffsetof(AActor,vel.y))); + symt.AddSymbol(new PField(NAME_VelZ, TypeFixed, VARF_Native, myoffsetof(AActor,vel.z))); + symt.AddSymbol(new PField(NAME_MomX, TypeFixed, VARF_Native, myoffsetof(AActor,vel.x))); + symt.AddSymbol(new PField(NAME_MomY, TypeFixed, VARF_Native, myoffsetof(AActor,vel.y))); + symt.AddSymbol(new PField(NAME_MomZ, TypeFixed, VARF_Native, myoffsetof(AActor,vel.z))); symt.AddSymbol(new PField(NAME_ScaleX, TypeFixed, VARF_Native, myoffsetof(AActor,scaleX))); symt.AddSymbol(new PField(NAME_ScaleY, TypeFixed, VARF_Native, myoffsetof(AActor,scaleY))); symt.AddSymbol(new PField(NAME_Score, TypeSInt32, VARF_Native, myoffsetof(AActor,Score))); diff --git a/src/thingdef/thingdef_properties.cpp b/src/thingdef/thingdef_properties.cpp index 13f8a2a1c..d84e10493 100644 --- a/src/thingdef/thingdef_properties.cpp +++ b/src/thingdef/thingdef_properties.cpp @@ -1331,7 +1331,7 @@ DEFINE_PROPERTY(cameraheight, F, Actor) DEFINE_PROPERTY(vspeed, F, Actor) { PROP_FIXED_PARM(i, 0); - defaults->velz = i; + defaults->vel.z = i; } //==========================================================================