mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
Replace manual casts of sprite and wall pointers to vec2/3_t with use of the anonymous union
git-svn-id: https://svn.eduke32.com/eduke32@7697 1a8010ca-5511-0410-912e-c29ae57300e0 # Conflicts: # source/build/src/build.cpp # source/build/src/polymost.cpp
This commit is contained in:
parent
8141fbd692
commit
02ef02872a
11 changed files with 130 additions and 120 deletions
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@ -76,7 +76,7 @@ typedef struct
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{
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StructTracker(Wall, int32_t) x, y;
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};
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vec2_t p;
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vec2_t pos;
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};
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StructTracker(Wall, int16_t) point2, nextwall, nextsector;
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StructTracker(Wall, uint16_t) cstat;
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@ -168,8 +168,8 @@ typedef struct
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{
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StructTracker(Sprite, int32_t) x, y, z;
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};
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vec3_t v;
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vec2_t p;
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vec3_t pos;
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vec2_t pos_as_vec2;
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};
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StructTracker(Sprite, uint16_t) cstat;
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StructTracker(Sprite, int16_t) picnum;
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@ -231,7 +231,7 @@ typedef struct
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{
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StructTracker(Wall, int32_t) x, y;
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};
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vec2_t const p;
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vec2_t pos;
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};
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StructTracker(Wall, int16_t) point2, nextwall, nextsector;
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StructTracker(Wall, int16_t) upwall, dnwall;
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@ -733,7 +733,7 @@ int32_t clipsprite_initindex(int32_t curidx, uspriteptr_t const curspr, int32_t
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{
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wal->x *= flipx;
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wal->y *= flipy;
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rotatepoint(zerovec, *(vec2_t *) wal, rotang, (vec2_t *) wal);
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rotatepoint(zerovec, wal->pos, rotang, &wal->pos);
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}
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wal->x += curspr->x;
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@ -1640,8 +1640,8 @@ restart_grand:
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if (k >= 0)
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{
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vec2_t const v1 = *(vec2_t *)&wall[j];
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vec2_t const v2 = *(vec2_t *)&wall[wall[j].point2];
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vec2_t const v1 = wall[j].pos;
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vec2_t const v2 = wall[wall[j].point2].pos;
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if ((v1.x < xmin && (v2.x < xmin)) || (v1.x > xmax && v2.x > xmax) ||
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(v1.y < ymin && (v2.y < ymin)) || (v1.y > ymax && v2.y > ymax))
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@ -1764,7 +1764,7 @@ restart_grand:
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if (clipsprite_try((uspriteptr_t)&sprite[j], xmin,ymin, xmax,ymax))
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continue;
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#endif
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vec2_t v1 = *(vec2_t *)&sprite[j];
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vec2_t v1 = sprite[j].pos_as_vec2;
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switch (cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
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{
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@ -198,8 +198,8 @@ int32_t bloodhack = 0;
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// adapted from build.c
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static void getclosestpointonwall_internal(vec2_t const &p, int32_t const dawall, vec2_t *const closest)
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{
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vec2_t const w = *(vec2_t *)&wall[dawall];
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vec2_t const w2 = *(vec2_t *)&wall[wall[dawall].point2];
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vec2_t const w = wall[dawall].pos;
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vec2_t const w2 = wall[wall[dawall].point2].pos;
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vec2_t const d = { w2.x - w.x, w2.y - w.y };
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int64_t i = d.x * ((int64_t)p.x - w.x) + d.y * ((int64_t)p.y - w.y);
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@ -2059,10 +2059,10 @@ do_mvlineasm1:
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//
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int32_t wallfront(int32_t l1, int32_t l2)
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{
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vec2_t const l1vect = *(vec2_t *)&wall[thewall[l1]];
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vec2_t const l1p2vect = *(vec2_t *)&wall[wall[thewall[l1]].point2];
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vec2_t const l2vect = *(vec2_t *)&wall[thewall[l2]];
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vec2_t const l2p2vect = *(vec2_t *)&wall[wall[thewall[l2]].point2];
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vec2_t const l1vect = wall[thewall[l1]].pos;
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vec2_t const l1p2vect = wall[wall[thewall[l1]].point2].pos;
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vec2_t const l2vect = wall[thewall[l2]].pos;
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vec2_t const l2p2vect = wall[wall[thewall[l2]].point2].pos;
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vec2_t d = { l1p2vect.x - l1vect.x, l1p2vect.y - l1vect.y };
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int32_t t1 = dmulscale2(l2vect.x-l1vect.x, d.y, -d.x, l2vect.y-l1vect.y); //p1(l2) vs. l1
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int32_t t2 = dmulscale2(l2p2vect.x-l1vect.x, d.y, -d.x, l2p2vect.y-l1vect.y); //p2(l2) vs. l1
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@ -6035,7 +6035,7 @@ void polymost_drawsprite(int32_t snum)
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break;
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}
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vec2_t pos = *(vec2_t *)tspr;
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vec2_t pos = tspr->pos_as_vec2;
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if (spriteext[spritenum].flags & SPREXT_AWAY1)
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{
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@ -342,7 +342,7 @@ static int32_t Proj_MaybeDoTransport(int32_t spriteNum, uspriteptr_t const pSEff
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: sector[otherse->sectnum].floorz - daz + sector[pSEffector->sectnum].ceilingz;
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// below->above
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actor[spriteNum].bpos = *(vec3_t *)&sprite[spriteNum];
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actor[spriteNum].bpos = sprite[spriteNum].pos;
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changespritesect(spriteNum, otherse->sectnum);
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return 1;
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@ -460,7 +460,7 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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{
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spritetype *const pSprite = &sprite[spriteNum];
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int const isEnemy = A_CheckEnemySprite(pSprite);
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vec2_t const oldPos = *(vec2_t *)pSprite;
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vec2_t const oldPos = pSprite->pos_as_vec2;
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// check to make sure the netcode didn't leave a deleted sprite in the sprite lists.
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Bassert(pSprite->sectnum < MAXSECTORS);
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@ -473,13 +473,13 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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pSprite->z += change->z;
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if (isEnemy)
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setsprite(spriteNum, (vec3_t *)pSprite);
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setsprite(spriteNum, &pSprite->pos);
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return 0;
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}
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#endif
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setsprite(spriteNum, (vec3_t *)pSprite);
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setsprite(spriteNum, &pSprite->pos);
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clipDist = A_GetClipdist(spriteNum, clipDist);
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@ -500,13 +500,13 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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{
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default:
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{
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returnValue = clipmove((vec3_t *)pSprite, &newSectnum, change->x << 13, change->y << 13, clipDist, ZOFFSET6, ZOFFSET6, clipType);
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returnValue = clipmove(&pSprite->pos, &newSectnum, change->x << 13, change->y << 13, clipDist, ZOFFSET6, ZOFFSET6, clipType);
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break;
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}
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case STAT_PROJECTILE:
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{
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returnValue = clipmovex((vec3_t *)pSprite, &newSectnum, change->x << 13, change->y << 13, clipDist, diffZ >> 1, diffZ >> 1, clipType, 1);
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returnValue = clipmovex(&pSprite->pos, &newSectnum, change->x << 13, change->y << 13, clipDist, diffZ >> 1, diffZ >> 1, clipType, 1);
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break;
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}
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}
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@ -527,11 +527,11 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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#endif
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))
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{
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*(vec2_t *) pSprite = oldPos;
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pSprite->pos_as_vec2 = oldPos;
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// NOTE: in Duke3D, LIZMAN on water takes on random angle here.
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setsprite(spriteNum, (vec3_t *)pSprite);
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setsprite(spriteNum, &pSprite->pos);
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if (newSectnum < 0)
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newSectnum = 0;
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@ -582,7 +582,7 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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if (yax_getbunch(newSectnum, (change->z>0))>=0
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&& (SECTORFLD(newSectnum,stat, (change->z>0))&yax_waltosecmask(clipType))==0)
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{
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setspritez(spriteNum, (vec3_t *)pSprite);
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setspritez(spriteNum, &pSprite->pos);
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}
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#endif
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}
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@ -798,7 +798,7 @@ static int32_t move_rotfixed_sprite(int32_t spriteNum, int32_t pivotSpriteNum, i
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A_CheckSpriteFlags(spriteNum, SFLAG_ROTFIXED))) &&
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actor[spriteNum].t_data[7] == (ROTFIXSPR_MAGIC | pivotSpriteNum))
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{
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rotatepoint(zerovec, *(vec2_t *)&actor[spriteNum].t_data[8], pivotAngle & 2047, (vec2_t *)&sprite[spriteNum].x);
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rotatepoint(zerovec, *(vec2_t *)&actor[spriteNum].t_data[8], pivotAngle & 2047, &sprite[spriteNum].pos_as_vec2);
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sprite[spriteNum].x += sprite[pivotSpriteNum].x;
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sprite[spriteNum].y += sprite[pivotSpriteNum].y;
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return 0;
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@ -1270,7 +1270,7 @@ ACTOR_STATIC void G_MovePlayers(void)
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actor[spriteNum].bpos.z = pSprite->z;
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pSprite->ang = fix16_to_int(pPlayer->oq16ang);
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setsprite(spriteNum, (vec3_t *)pSprite);
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setsprite(spriteNum, &pSprite->pos);
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}
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else
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{
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@ -1399,7 +1399,7 @@ ACTOR_STATIC void G_MovePlayers(void)
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else
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{
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pSprite->ang = 2047-fix16_to_int(pPlayer->q16ang);
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setsprite(spriteNum,(vec3_t *)pSprite);
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setsprite(spriteNum,&pSprite->pos);
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}
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}
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@ -1830,7 +1830,7 @@ ACTOR_STATIC void G_MoveStandables(void)
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if (pSprite->owner >= 0)
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{
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setsprite(pSprite->owner,(vec3_t *)pSprite);
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setsprite(pSprite->owner,&pSprite->pos);
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Bmemcpy(&actor[pSprite->owner].bpos, pSprite, sizeof(vec3_t));
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@ -2003,7 +2003,7 @@ ACTOR_STATIC void G_MoveStandables(void)
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pSprite->y += sintable[(T6(spriteNum))&2047]>>9;
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pSprite->z -= (3<<8);
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setsprite(spriteNum,(vec3_t *)pSprite);
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setsprite(spriteNum,&pSprite->pos);
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int hitDist = A_CheckHitSprite(spriteNum, &hitSprite);
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@ -2046,7 +2046,7 @@ ACTOR_STATIC void G_MoveStandables(void)
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pSprite->y = T5(spriteNum);
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pSprite->z += (3<<8);
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setsprite(spriteNum,(vec3_t *)pSprite);
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setsprite(spriteNum,&pSprite->pos);
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T4(spriteNum) = T3(spriteNum) = 0;
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if (hitSprite >= 0 && actor[spriteNum].t_data[6] != 1)
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@ -2069,14 +2069,14 @@ ACTOR_STATIC void G_MoveStandables(void)
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pSprite->y += sintable[(T6(spriteNum))&2047]>>9;
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pSprite->z -= (3<<8);
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setsprite(spriteNum, (vec3_t *) pSprite);
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setsprite(spriteNum, &pSprite->pos);
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int hitDist = A_CheckHitSprite(spriteNum, NULL);
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pSprite->x = T4(spriteNum);
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pSprite->y = T5(spriteNum);
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pSprite->z += (3<<8);
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setsprite(spriteNum, (vec3_t *) pSprite);
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setsprite(spriteNum, &pSprite->pos);
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// if( Actor[i].lastvx != x && lTripBombControl & TRIPBOMB_TRIPWIRE)
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if (actor[spriteNum].lastv.x != hitDist && actor[spriteNum].t_data[6] != 1)
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@ -2833,7 +2833,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
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default:
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case PROJECTILE_RPG:
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{
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davect = *(vec3_t *) pSprite;
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davect = pSprite->pos;
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VM_UpdateAnim(spriteNum, &actor[spriteNum].t_data[0]);
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@ -3009,7 +3009,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
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else
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{
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setsprite(spriteNum, &davect);
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A_DamageWall(spriteNum, otherSprite, (vec3_t *)pSprite, pSprite->picnum);
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A_DamageWall(spriteNum, otherSprite, &pSprite->pos, pSprite->picnum);
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if (pProj->workslike & PROJECTILE_BOUNCESOFFWALLS)
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{
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@ -3077,7 +3077,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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if (pSprite->sectnum < 0)
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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actor[spriteNum].bpos = *(vec3_t *)pSprite;
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actor[spriteNum].bpos = pSprite->pos;
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/* Custom projectiles */
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if (A_CheckSpriteFlags(spriteNum, SFLAG_PROJECTILE))
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@ -3134,7 +3134,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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spriteZvel >>= 1;
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}
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vec3_t davect = *(vec3_t *) pSprite;
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vec3_t davect = pSprite->pos;
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A_GetZLimits(spriteNum);
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@ -3233,7 +3233,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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else
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{
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setsprite(spriteNum, &davect);
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A_DamageWall(spriteNum, moveSprite, (vec3_t *)pSprite, pSprite->picnum);
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A_DamageWall(spriteNum, moveSprite, &pSprite->pos, pSprite->picnum);
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if (pSprite->picnum == FREEZEBLAST)
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{
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@ -3525,10 +3525,10 @@ ACTOR_STATIC void G_MoveTransports(void)
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pPlayer->transporter_hold = 13;
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}
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pPlayer->pos = *(vec3_t *)&sprite[OW(spriteNum)];
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pPlayer->pos = sprite[OW(spriteNum)].pos;
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pPlayer->pos.z -= PHEIGHT;
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pPlayer->opos = pPlayer->pos;
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pPlayer->bobpos = *(vec2_t *)&pPlayer->pos;
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pPlayer->bobpos = pPlayer->pos_as_vec2;
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changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum);
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pPlayer->cursectnum = sprite[sectSprite].sectnum;
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@ -3556,7 +3556,7 @@ ACTOR_STATIC void G_MoveTransports(void)
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actor[pPlayer->i].bpos = pPlayer->pos;
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pPlayer->opos = pPlayer->pos;
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pPlayer->bobpos = *(vec2_t *)&pPlayer->pos;
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pPlayer->bobpos = pPlayer->pos_as_vec2;
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changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum);
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pPlayer->cursectnum = sprite[OW(spriteNum)].sectnum;
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@ -3684,7 +3684,7 @@ ACTOR_STATIC void G_MoveTransports(void)
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sprite[sectSprite].y += sprite[OW(spriteNum)].y - SY(spriteNum);
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sprite[sectSprite].z = (sectLotag == ST_1_ABOVE_WATER) ? sector[osect].ceilingz : sector[osect].floorz;
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actor[sectSprite].bpos = *(vec3_t *)&sprite[sectSprite];
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actor[sectSprite].bpos = sprite[sectSprite].pos;
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changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum);
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}
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@ -3703,7 +3703,7 @@ ACTOR_STATIC void G_MoveTransports(void)
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sprite[sectSprite].z -= SZ(spriteNum) - sector[sprite[OW(spriteNum)].sectnum].floorz;
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sprite[sectSprite].ang = sprite[OW(spriteNum)].ang;
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actor[sectSprite].bpos = *(vec3_t *)&sprite[sectSprite];
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actor[sectSprite].bpos = sprite[sectSprite].pos;
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#ifndef EDUKE32_STANDALONE
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if (sprite[spriteNum].pal == 0)
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{
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@ -3729,7 +3729,7 @@ ACTOR_STATIC void G_MoveTransports(void)
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sprite[sectSprite].y += (sprite[OW(spriteNum)].y - SY(spriteNum));
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sprite[sectSprite].z = sprite[OW(spriteNum)].z + 4096;
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actor[sectSprite].bpos = *(vec3_t *)&sprite[sectSprite];
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actor[sectSprite].bpos = sprite[sectSprite].pos;
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changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum);
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}
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@ -3910,7 +3910,7 @@ ACTOR_STATIC void G_MoveActors(void)
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if (sprite[hitObject].picnum == POCKET && ldist(&sprite[hitObject],pSprite) < 52)
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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int hitObject = clipmove((vec3_t *)pSprite, &pSprite->sectnum,
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int hitObject = clipmove(&pSprite->pos, &pSprite->sectnum,
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(((pSprite->xvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14) * TICSPERFRAME) << 11,
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(((pSprite->xvel * (sintable[pSprite->ang & 2047])) >> 14) * TICSPERFRAME) << 11, 24L, ZOFFSET6,
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ZOFFSET6, CLIPMASK1);
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@ -4352,7 +4352,7 @@ ACTOR_STATIC void G_MoveActors(void)
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goto next_sprite;
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}
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setsprite(spriteNum,(vec3_t *)pSprite);
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setsprite(spriteNum,&pSprite->pos);
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pSprite->ang = fix16_to_int(pPlayer->q16ang);
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@ -4771,7 +4771,7 @@ ACTOR_STATIC void G_MoveActors(void)
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||||
if ((moveSprite&49152) == 32768)
|
||||
{
|
||||
vec3_t davect = *(vec3_t *)pSprite;
|
||||
vec3_t davect = pSprite->pos;
|
||||
moveSprite &= (MAXWALLS - 1);
|
||||
A_DamageWall(spriteNum, moveSprite, &davect, pSprite->picnum);
|
||||
Proj_BounceOffWall(pSprite, moveSprite);
|
||||
|
@ -5234,13 +5234,13 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
|
|||
forceRepeat -= 3;
|
||||
}
|
||||
|
||||
*(vec3_t *)pSprite = *(vec3_t *)&sprite[pSprite->owner];
|
||||
pSprite->ang += actor[pSprite->owner].t_data[0];
|
||||
pSprite->pos = sprite[pSprite->owner].pos;
|
||||
pSprite->ang += actor[pSprite->owner].t_data[0];
|
||||
|
||||
forceRepeat = clamp2(forceRepeat, 1, 64);
|
||||
pSprite->xrepeat = forceRepeat;
|
||||
pSprite->yrepeat = forceRepeat;
|
||||
pSprite->shade = (forceRepeat >> 1) - 48;
|
||||
forceRepeat = clamp2(forceRepeat, 1, 64);
|
||||
pSprite->xrepeat = forceRepeat;
|
||||
pSprite->yrepeat = forceRepeat;
|
||||
pSprite->shade = (forceRepeat >> 1) - 48;
|
||||
|
||||
for (int j = pData[0]; j > 0; j--)
|
||||
A_SetSprite(spriteNum, CLIPMASK0);
|
||||
|
@ -5312,7 +5312,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
|
|||
A_SetSprite(spriteNum, CLIPMASK0);
|
||||
|
||||
if ((krand()&3) == 0)
|
||||
setsprite(spriteNum, (vec3_t *) pSprite);
|
||||
setsprite(spriteNum, &pSprite->pos);
|
||||
|
||||
if (pSprite->sectnum == -1)
|
||||
DELETE_SPRITE_AND_CONTINUE(spriteNum);
|
||||
|
@ -5361,7 +5361,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
|
|||
|
||||
if (pSprite->zvel > 1024 && pSprite->zvel < 1280)
|
||||
{
|
||||
setsprite(spriteNum, (vec3_t *) pSprite);
|
||||
setsprite(spriteNum, &pSprite->pos);
|
||||
sectNum = pSprite->sectnum;
|
||||
}
|
||||
|
||||
|
@ -5576,7 +5576,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
|
|||
pSprite->xrepeat >>= 1;
|
||||
pSprite->yrepeat >>= 1;
|
||||
if (rnd(96))
|
||||
setsprite(spriteNum,(vec3_t *)pSprite);
|
||||
setsprite(spriteNum,&pSprite->pos);
|
||||
pData[0]++;//Number of bounces
|
||||
}
|
||||
else if (pData[0] == 3)
|
||||
|
@ -5604,7 +5604,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
|
|||
|
||||
if (pSprite->zvel > 1024 && pSprite->zvel < 1280)
|
||||
{
|
||||
setsprite(spriteNum,(vec3_t *)pSprite);
|
||||
setsprite(spriteNum,&pSprite->pos);
|
||||
sectNum = pSprite->sectnum;
|
||||
}
|
||||
|
||||
|
@ -5632,7 +5632,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
|
|||
{
|
||||
int32_t j = A_Spawn(spriteNum, pSprite->yvel);
|
||||
|
||||
setsprite(j,(vec3_t *)pSprite);
|
||||
setsprite(j,&pSprite->pos);
|
||||
A_GetZLimits(j);
|
||||
sprite[j].hitag = sprite[j].lotag = 0;
|
||||
}
|
||||
|
@ -5717,10 +5717,10 @@ static void MaybeTrainKillPlayer(const spritetype *pSprite, int const setOPos)
|
|||
|
||||
if (pPlayer->cursectnum != pSprite->sectnum && (playerSectnum == -1 || playerSectnum == pSprite->sectnum))
|
||||
{
|
||||
*(vec2_t *)pPlayer = *(vec2_t const *)pSprite;
|
||||
pPlayer->pos_as_vec2 = pSprite->pos_as_vec2;
|
||||
|
||||
if (setOPos)
|
||||
*(vec2_t *)&pPlayer->opos = *(vec2_t *)pPlayer;
|
||||
pPlayer->opos_as_vec2 = pPlayer->pos_as_vec2;
|
||||
|
||||
pPlayer->cursectnum = pSprite->sectnum;
|
||||
|
||||
|
@ -5897,15 +5897,15 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
pPlayer->pos.z += zchange;
|
||||
|
||||
vec2_t r;
|
||||
rotatepoint(*(vec2_t *)&sprite[j],*(vec2_t *)&pPlayer->pos,(q*l),&r);
|
||||
rotatepoint(sprite[j].pos_as_vec2,pPlayer->pos_as_vec2,(q*l),&r);
|
||||
|
||||
pPlayer->bobpos.x += r.x-pPlayer->pos.x;
|
||||
pPlayer->bobpos.y += r.y-pPlayer->pos.y;
|
||||
|
||||
*(vec2_t *)&pPlayer->pos = r;
|
||||
pPlayer->pos_as_vec2 = r;
|
||||
|
||||
if (sprite[pPlayer->i].extra <= 0)
|
||||
*(vec2_t *)&sprite[pPlayer->i] = r;
|
||||
sprite[pPlayer->i].pos_as_vec2 = r;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5928,7 +5928,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
actor[p].bpos.y = sprite[p].y;
|
||||
|
||||
if (move_rotfixed_sprite(p, j, pData[2]))
|
||||
rotatepoint(*(vec2_t *)&sprite[j], *(vec2_t *)&sprite[p], (q * l), (vec2_t *)&sprite[p].x);
|
||||
rotatepoint(sprite[j].pos_as_vec2, sprite[p].pos_as_vec2, (q * l), &sprite[p].pos_as_vec2);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6104,7 +6104,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
#endif
|
||||
)
|
||||
{
|
||||
rotatepoint(*(vec2_t *)pSprite, *(vec2_t *)&pPlayer->pos, q, (vec2_t *)&pPlayer->pos);
|
||||
rotatepoint(pSprite->pos_as_vec2, pPlayer->pos_as_vec2, q, &pPlayer->pos_as_vec2);
|
||||
|
||||
pPlayer->pos.x += m;
|
||||
pPlayer->pos.y += x;
|
||||
|
@ -6147,7 +6147,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
}
|
||||
|
||||
if (move_rotfixed_sprite(j, pSprite-sprite, pData[2]))
|
||||
rotatepoint(*(vec2_t *)pSprite,*(vec2_t *)&sprite[j],q,(vec2_t *)&sprite[j].x);
|
||||
rotatepoint(pSprite->pos_as_vec2, sprite[j].pos_as_vec2, q, &sprite[j].pos_as_vec2);
|
||||
|
||||
sprite[j].x+= m;
|
||||
sprite[j].y+= x;
|
||||
|
@ -6174,7 +6174,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
}
|
||||
|
||||
A_MoveSector(spriteNum);
|
||||
setsprite(spriteNum,(vec3_t *)pSprite);
|
||||
setsprite(spriteNum,&pSprite->pos);
|
||||
|
||||
if ((pSector->floorz-pSector->ceilingz) < (108<<8))
|
||||
{
|
||||
|
@ -6313,7 +6313,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
}
|
||||
|
||||
A_MoveSector(spriteNum);
|
||||
setsprite(spriteNum,(vec3_t *)pSprite);
|
||||
setsprite(spriteNum,&pSprite->pos);
|
||||
|
||||
if (pSector->floorz-pSector->ceilingz < (108<<8))
|
||||
{
|
||||
|
@ -6388,7 +6388,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
}
|
||||
|
||||
A_MoveSector(spriteNum);
|
||||
setsprite(spriteNum,(vec3_t *)pSprite);
|
||||
setsprite(spriteNum,&pSprite->pos);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -6568,7 +6568,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
sector[pData[0]].ceilingz += pSprite->zvel;
|
||||
|
||||
A_MoveSector(spriteNum);
|
||||
setsprite(spriteNum, (vec3_t *)pSprite);
|
||||
setsprite(spriteNum, &pSprite->pos);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -6694,7 +6694,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
(pSprite->sectnum == sprite[k].sectnum ||
|
||||
sectoradjacent(pSprite->sectnum, sprite[k].sectnum)) &&
|
||||
A_CheckEnemySprite(&sprite[k]) &&
|
||||
clipinsidebox((vec2_t *)&sprite[k], j, 256) == 1)
|
||||
clipinsidebox(&sprite[k].pos_as_vec2, j, 256) == 1)
|
||||
goto next_sprite;
|
||||
}
|
||||
}
|
||||
|
@ -6703,19 +6703,19 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
pData[2] += l;
|
||||
pData[4] += l;
|
||||
A_MoveSector(spriteNum);
|
||||
setsprite(spriteNum, (vec3_t *)pSprite);
|
||||
setsprite(spriteNum, &pSprite->pos);
|
||||
|
||||
for (j=pSector->wallptr; j<endWall; j++)
|
||||
{
|
||||
for (SPRITES_OF(STAT_PLAYER, k))
|
||||
{
|
||||
if (sprite[k].owner >= 0 && clipinsidebox((vec2_t *)&sprite[k], j, pPlayer->clipdist))
|
||||
if (sprite[k].owner >= 0 && clipinsidebox(&sprite[k].pos_as_vec2, j, pPlayer->clipdist))
|
||||
{
|
||||
pData[5] = 8; // Delay
|
||||
pData[2] -= l;
|
||||
pData[4] -= l;
|
||||
A_MoveSector(spriteNum);
|
||||
setsprite(spriteNum, (vec3_t *)pSprite);
|
||||
setsprite(spriteNum, &pSprite->pos);
|
||||
goto next_sprite;
|
||||
}
|
||||
}
|
||||
|
@ -6726,7 +6726,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
pData[4] = 0;
|
||||
pData[2] &= 0xffffff00;
|
||||
A_MoveSector(spriteNum);
|
||||
setsprite(spriteNum, (vec3_t *) pSprite);
|
||||
setsprite(spriteNum, &pSprite->pos);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -6913,7 +6913,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
}
|
||||
|
||||
A_MoveSector(spriteNum);
|
||||
setsprite(spriteNum,(vec3_t *)pSprite);
|
||||
setsprite(spriteNum,&pSprite->pos);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -6947,7 +6947,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
: pSector->ceilingz - 512;
|
||||
|
||||
A_MoveSector(spriteNum);
|
||||
setsprite(spriteNum,(vec3_t *)pSprite);
|
||||
setsprite(spriteNum,&pSprite->pos);
|
||||
|
||||
break;
|
||||
|
||||
|
@ -7030,13 +7030,13 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
pPlayer->pos.z = sector[sprite[j].sectnum].floorz - (pSector->floorz - pPlayer->pos.z);
|
||||
pPlayer->opos.z += pPlayer->pos.z;
|
||||
|
||||
actor[k].floorz = sector[sprite[j].sectnum].floorz;
|
||||
actor[k].ceilingz = sector[sprite[j].sectnum].ceilingz;
|
||||
*(vec2_t *)&pPlayer->opos = *(vec2_t *)pPlayer;
|
||||
*(vec2_t *)&pPlayer->bobpos = *(vec2_t *)pPlayer;
|
||||
pPlayer->truefz = actor[k].floorz;
|
||||
pPlayer->truecz = actor[k].ceilingz;
|
||||
pPlayer->bobcounter = 0;
|
||||
actor[k].floorz = sector[sprite[j].sectnum].floorz;
|
||||
actor[k].ceilingz = sector[sprite[j].sectnum].ceilingz;
|
||||
pPlayer->opos_as_vec2 = pPlayer->pos_as_vec2;
|
||||
pPlayer->bobpos = pPlayer->pos_as_vec2;
|
||||
pPlayer->truefz = actor[k].floorz;
|
||||
pPlayer->truecz = actor[k].ceilingz;
|
||||
pPlayer->bobcounter = 0;
|
||||
|
||||
changespritesect(k, sprite[j].sectnum);
|
||||
pPlayer->cursectnum = sprite[j].sectnum;
|
||||
|
@ -7553,7 +7553,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
}
|
||||
|
||||
A_MoveSector(spriteNum);
|
||||
setsprite(spriteNum,(vec3_t *)pSprite);
|
||||
setsprite(spriteNum,&pSprite->pos);
|
||||
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -1673,7 +1673,7 @@ int A_Spawn(int spriteNum, int tileNum)
|
|||
pSprite->xvel = 128;
|
||||
changespritestat(newSprite, STAT_MISC);
|
||||
A_SetSprite(newSprite,CLIPMASK0);
|
||||
setsprite(newSprite,(vec3_t *)pSprite);
|
||||
setsprite(newSprite,&pSprite->pos);
|
||||
break;
|
||||
case FEMMAG1__STATIC:
|
||||
case FEMMAG2__STATIC:
|
||||
|
@ -1880,7 +1880,7 @@ int A_Spawn(int spriteNum, int tileNum)
|
|||
pSprite->z = sector[sectNum].ceilingz+(48<<8);
|
||||
T5(newSprite) = tempwallptr;
|
||||
|
||||
g_origins[tempwallptr] = *(vec2_t *) pSprite;
|
||||
g_origins[tempwallptr] = pSprite->pos_as_vec2;
|
||||
g_origins[tempwallptr+2].x = pSprite->z;
|
||||
|
||||
|
||||
|
@ -1899,9 +1899,9 @@ int A_Spawn(int spriteNum, int tileNum)
|
|||
sprite[findSprite].xrepeat = 48;
|
||||
sprite[findSprite].yrepeat = 128;
|
||||
|
||||
g_origins[tempwallptr + 1] = *(vec2_t *) &sprite[findSprite];
|
||||
*(vec3_t *) &sprite[findSprite] = *(vec3_t *) pSprite;
|
||||
sprite[findSprite].shade = pSprite->shade;
|
||||
g_origins[tempwallptr + 1] = sprite[findSprite].pos_as_vec2;
|
||||
sprite[findSprite].pos = pSprite->pos;
|
||||
sprite[findSprite].shade = pSprite->shade;
|
||||
|
||||
setsprite(findSprite, (vec3_t *) &sprite[findSprite]);
|
||||
break;
|
||||
|
@ -6893,7 +6893,7 @@ int G_DoMoveThings(void)
|
|||
if (g_player[i].ps->holoduke_on != -1)
|
||||
sprite[g_player[i].ps->holoduke_on].cstat ^= 256;
|
||||
|
||||
hitscan((vec3_t *)pPlayer, pPlayer->cursectnum, sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047],
|
||||
hitscan(&pPlayer->pos, pPlayer->cursectnum, sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047],
|
||||
sintable[fix16_to_int(pPlayer->q16ang) & 2047], fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) << 11, &hitData,
|
||||
0xffff0030);
|
||||
|
||||
|
|
|
@ -388,7 +388,7 @@ void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const
|
|||
pSprite->cstat = 0;
|
||||
pSprite->z -= ZOFFSET;
|
||||
|
||||
getzrange((vec3_t *)pSprite, pSprite->sectnum, &actor[spriteNum].ceilingz, ceilhit, &actor[spriteNum].floorz, florhit, wallDist, CLIPMASK0);
|
||||
getzrange(&pSprite->pos, pSprite->sectnum, &actor[spriteNum].ceilingz, ceilhit, &actor[spriteNum].floorz, florhit, wallDist, CLIPMASK0);
|
||||
|
||||
pSprite->z += ZOFFSET;
|
||||
pSprite->cstat = ocstat;
|
||||
|
@ -464,7 +464,7 @@ void A_Fall(int const spriteNum)
|
|||
|
||||
#ifdef YAX_ENABLE
|
||||
if (fbunch >= 0)
|
||||
setspritez(spriteNum, (vec3_t *)pSprite);
|
||||
setspritez(spriteNum, &pSprite->pos);
|
||||
else
|
||||
#endif
|
||||
if (pSprite->z >= actor[spriteNum].floorz-ZOFFSET)
|
||||
|
@ -599,7 +599,7 @@ static inline void VM_FacePlayer(int const shift)
|
|||
|
||||
static int32_t VM_GetCeilZOfSlope(void)
|
||||
{
|
||||
vec2_t const vect = *(vec2_t *)vm.pSprite;
|
||||
vec2_t const vect = vm.pSprite->pos_as_vec2;
|
||||
int const sectnum = vm.pSprite->sectnum;
|
||||
|
||||
#ifdef YAX_ENABLE
|
||||
|
@ -616,7 +616,7 @@ static int32_t VM_GetCeilZOfSlope(void)
|
|||
#ifndef EDUKE32_STANDALONE
|
||||
static int32_t VM_GetFlorZOfSlope(void)
|
||||
{
|
||||
vec2_t const vect = *(vec2_t *)vm.pSprite;
|
||||
vec2_t const vect = vm.pSprite->pos_as_vec2;
|
||||
int const sectnum = vm.pSprite->sectnum;
|
||||
|
||||
#ifdef YAX_ENABLE
|
||||
|
@ -1011,7 +1011,7 @@ static void VM_Fall(int const spriteNum, spritetype * const pSprite)
|
|||
|
||||
#ifdef YAX_ENABLE
|
||||
if (yax_getbunch(pSprite->sectnum, YAX_FLOOR) >= 0 && (sector[pSprite->sectnum].floorstat & 512) == 0)
|
||||
setspritez(spriteNum, (vec3_t *)pSprite);
|
||||
setspritez(spriteNum, &pSprite->pos);
|
||||
else
|
||||
#endif
|
||||
if (newZ > actor[spriteNum].floorz - ZOFFSET)
|
||||
|
@ -1046,7 +1046,7 @@ static void VM_Fall(int const spriteNum, spritetype * const pSprite)
|
|||
{
|
||||
int16_t newsect = pSprite->sectnum;
|
||||
|
||||
pushmove((vec3_t *)pSprite, &newsect, 128, 4<<8, 4<<8, CLIPMASK0);
|
||||
pushmove(&pSprite->pos, &newsect, 128, 4<<8, 4<<8, CLIPMASK0);
|
||||
if ((unsigned)newsect < MAXSECTORS)
|
||||
changespritesect(spriteNum, newsect);
|
||||
|
||||
|
|
|
@ -1588,15 +1588,16 @@ int A_ShootWithZvel(int const spriteNum, int const projecTile, int const forceZv
|
|||
|
||||
if (pPlayer != NULL)
|
||||
{
|
||||
startPos = *(vec3_t *)pPlayer;
|
||||
startPos.z += pPlayer->pyoff + ZOFFSET6;
|
||||
shootAng = fix16_to_int(pPlayer->q16ang);
|
||||
startPos = pPlayer->pos;
|
||||
startPos.z += pPlayer->pyoff + ZOFFSET6;
|
||||
shootAng = fix16_to_int(pPlayer->q16ang);
|
||||
|
||||
pPlayer->crack_time = PCRACKTIME;
|
||||
}
|
||||
else
|
||||
{
|
||||
shootAng = pSprite->ang;
|
||||
startPos = *(vec3_t *)pSprite;
|
||||
startPos = pSprite->pos;
|
||||
startPos.z -= (((pSprite->yrepeat * tilesiz[pSprite->picnum].y)<<1) - ZOFFSET6);
|
||||
|
||||
if (pSprite->picnum != ROTATEGUN)
|
||||
|
@ -4447,8 +4448,8 @@ static void getzsofslope_player(int sectNum, int playerX, int playerY, int32_t *
|
|||
void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer)
|
||||
{
|
||||
int const newOwner = pPlayer->newowner;
|
||||
pPlayer->pos = *(vec3_t *)&sprite[newOwner];
|
||||
pPlayer->q16ang = fix16_from_int(SA(newOwner));
|
||||
pPlayer->pos = sprite[newOwner].pos;
|
||||
pPlayer->q16ang = fix16_from_int(SA(newOwner));
|
||||
pPlayer->vel.x = 0;
|
||||
pPlayer->vel.y = 0;
|
||||
sprite[pPlayer->i].xvel = 0;
|
||||
|
@ -4597,7 +4598,7 @@ static void P_Dead(int const playerNum, int const sectorLotag, int const floorZ,
|
|||
pSprite->zvel = -348;
|
||||
}
|
||||
|
||||
clipmove((vec3_t *) pPlayer, &pPlayer->cursectnum,
|
||||
clipmove(&pPlayer->pos, &pPlayer->cursectnum,
|
||||
0, 0, pPlayer->clipdist, (4L<<8), (4L<<8), CLIPMASK0);
|
||||
// p->bobcounter += 32;
|
||||
}
|
||||
|
@ -4611,7 +4612,7 @@ static void P_Dead(int const playerNum, int const sectorLotag, int const floorZ,
|
|||
|
||||
updatesector(pPlayer->pos.x, pPlayer->pos.y, &pPlayer->cursectnum);
|
||||
|
||||
pushmove((vec3_t *) pPlayer, &pPlayer->cursectnum, 128L, (4L<<8), (20L<<8), CLIPMASK0);
|
||||
pushmove(&pPlayer->pos, &pPlayer->cursectnum, 128L, (4L<<8), (20L<<8), CLIPMASK0);
|
||||
|
||||
if (floorZ > ceilZ + ZOFFSET2 && pSprite->pal != 1)
|
||||
pPlayer->rotscrnang = (pPlayer->dead_flag + ((floorZ+pPlayer->pos.z)>>7))&2047;
|
||||
|
@ -4702,11 +4703,11 @@ void P_ProcessInput(int playerNum)
|
|||
}
|
||||
|
||||
pPlayer->pos.z += stepHeight;
|
||||
getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, pPlayer->clipdist - 16, CLIPMASK0);
|
||||
getzrange(&pPlayer->pos, pPlayer->cursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, pPlayer->clipdist - 16, CLIPMASK0);
|
||||
pPlayer->pos.z -= stepHeight;
|
||||
|
||||
int32_t ceilZ2 = ceilZ;
|
||||
getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &highZhit, &dummy, &dummy, pPlayer->clipdist - 16, CSTAT_SPRITE_ALIGNMENT_FLOOR << 16);
|
||||
getzrange(&pPlayer->pos, pPlayer->cursectnum, &ceilZ, &highZhit, &dummy, &dummy, pPlayer->clipdist - 16, CSTAT_SPRITE_ALIGNMENT_FLOOR << 16);
|
||||
|
||||
if ((highZhit & 49152) == 49152 && (sprite[highZhit & (MAXSPRITES - 1)].cstat & CSTAT_SPRITE_BLOCK) != CSTAT_SPRITE_BLOCK)
|
||||
ceilZ = ceilZ2;
|
||||
|
@ -5143,7 +5144,7 @@ void P_ProcessInput(int playerNum)
|
|||
pPlayer->jumping_toggle--;
|
||||
else if (TEST_SYNC_KEY(playerBits, SK_JUMP) && pPlayer->jumping_toggle == 0)
|
||||
{
|
||||
getzrange((vec3_t *)pPlayer, pPlayer->cursectnum, &ceilZ, &dummy, &dummy, &dummy, pPlayer->clipdist - 16, CLIPMASK0);
|
||||
getzrange(&pPlayer->pos, pPlayer->cursectnum, &ceilZ, &dummy, &dummy, &dummy, pPlayer->clipdist - 16, CLIPMASK0);
|
||||
|
||||
if ((floorZ-ceilZ) > (48<<8))
|
||||
{
|
||||
|
@ -5378,9 +5379,9 @@ HORIZONLY:;
|
|||
|
||||
P_ClampZ(pPlayer, sectorLotag, ceilZ, floorZ);
|
||||
|
||||
int const touchObject = IONMAIDEN ? clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x + (pPlayer->fric.x << 9),
|
||||
int const touchObject = IONMAIDEN ? clipmove(&pPlayer->pos, &pPlayer->cursectnum, pPlayer->vel.x + (pPlayer->fric.x << 9),
|
||||
pPlayer->vel.y + (pPlayer->fric.y << 9), pPlayer->clipdist, (4L << 8), stepHeight, CLIPMASK0)
|
||||
: clipmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->vel.x, pPlayer->vel.y, pPlayer->clipdist,
|
||||
: clipmove(&pPlayer->pos, &pPlayer->cursectnum, pPlayer->vel.x, pPlayer->vel.y, pPlayer->clipdist,
|
||||
(4L << 8), stepHeight, CLIPMASK0);
|
||||
|
||||
if (touchObject)
|
||||
|
@ -5443,7 +5444,7 @@ HORIZONLY:;
|
|||
|
||||
if (pPlayer->cursectnum >= 0 && ud.noclip == 0)
|
||||
{
|
||||
int const pushResult = pushmove((vec3_t *)pPlayer, &pPlayer->cursectnum, pPlayer->clipdist - 1, (4L << 8), (4L << 8), CLIPMASK0);
|
||||
int const pushResult = pushmove(&pPlayer->pos, &pPlayer->cursectnum, pPlayer->clipdist - 1, (4L << 8), (4L << 8), CLIPMASK0);
|
||||
int const furthestAngle = A_GetFurthestAngle(pPlayer->i, 32);
|
||||
int const angleDelta = G_GetAngleDelta(fix16_to_int(pPlayer->q16ang), furthestAngle);
|
||||
bool const squishPlayer = pushResult < 0 && !angleDelta;
|
||||
|
|
|
@ -138,7 +138,17 @@ typedef struct {
|
|||
// TODO: rearrange this if the opportunity arises!
|
||||
// KEEPINSYNC lunatic/_defs_game.lua
|
||||
typedef struct {
|
||||
vec3_t pos, opos, vel, npos;
|
||||
union {
|
||||
vec3_t pos;
|
||||
vec2_t pos_as_vec2;
|
||||
};
|
||||
|
||||
union {
|
||||
vec3_t opos;
|
||||
vec2_t opos_as_vec2;
|
||||
};
|
||||
|
||||
vec3_t vel, npos;
|
||||
vec2_t bobpos, fric;
|
||||
|
||||
fix16_t q16horiz, q16horizoff, oq16horiz, oq16horizoff;
|
||||
|
|
|
@ -646,7 +646,7 @@ void P_MoveToRandomSpawnPoint(int playerNum)
|
|||
|
||||
p.opos = p.pos = g_playerSpawnPoints[i].pos;
|
||||
|
||||
p.bobpos = *(vec2_t *)&p.pos;
|
||||
p.bobpos = p.pos_as_vec2;
|
||||
p.cursectnum = g_playerSpawnPoints[i].sect;
|
||||
p.q16ang = fix16_from_int(g_playerSpawnPoints[i].ang);
|
||||
|
||||
|
@ -677,7 +677,7 @@ void P_ResetMultiPlayer(int playerNum)
|
|||
P_MoveToRandomSpawnPoint(playerNum);
|
||||
|
||||
a.bpos = p.opos = p.pos;
|
||||
p.bobpos = *(vec2_t *)&p.pos;
|
||||
p.bobpos = p.pos_as_vec2;
|
||||
|
||||
*(vec3_t *)&s = p.pos;
|
||||
|
||||
|
@ -1480,7 +1480,7 @@ static void G_CollectSpawnPoints(int gameMode)
|
|||
auto &s = sprite[i];
|
||||
auto &spawn = g_playerSpawnPoints[g_playerSpawnCnt];
|
||||
|
||||
spawn.pos = *(vec3_t *)&s.x;
|
||||
spawn.pos = s.pos;
|
||||
spawn.ang = s.ang;
|
||||
spawn.sect = s.sectnum;
|
||||
|
||||
|
@ -1555,8 +1555,8 @@ static void G_CollectSpawnPoints(int gameMode)
|
|||
p.frag_ps = pindex;
|
||||
|
||||
actor[i].owner = p.i = i;
|
||||
actor[i].bpos = p.opos = p.pos = *(vec3_t *)&s.x;
|
||||
p.bobpos = *(vec2_t *)&s.x;
|
||||
actor[i].bpos = p.opos = p.pos = s.pos;
|
||||
p.bobpos = s.pos_as_vec2;
|
||||
|
||||
p.oq16ang = p.q16ang = fix16_from_int(s.ang);
|
||||
|
||||
|
|
|
@ -1214,7 +1214,7 @@ int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType)
|
|||
|
||||
lotag = sprite[wallOrSprite].lotag;
|
||||
hitag = sprite[wallOrSprite].hitag;
|
||||
davector = *(vec3_t *)&sprite[wallOrSprite];
|
||||
davector = sprite[wallOrSprite].pos;
|
||||
nSwitchPicnum = sprite[wallOrSprite].picnum;
|
||||
nSwitchPal = sprite[wallOrSprite].pal;
|
||||
}
|
||||
|
@ -1225,8 +1225,7 @@ int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType)
|
|||
|
||||
lotag = wall[wallOrSprite].lotag;
|
||||
hitag = wall[wallOrSprite].hitag;
|
||||
davector = *(vec3_t *)&wall[wallOrSprite];
|
||||
davector.z = g_player[playerNum].ps->pos.z;
|
||||
davector = { wall[wallOrSprite].x, wall[wallOrSprite].y, g_player[playerNum].ps->pos.z };
|
||||
nSwitchPicnum = wall[wallOrSprite].picnum;
|
||||
nSwitchPal = wall[wallOrSprite].pal;
|
||||
}
|
||||
|
@ -2345,7 +2344,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
|
|||
SA(spriteNum) = (sprite[dmgSrc].ang + 1024) & 2047;
|
||||
sprite[spriteNum].xvel = -(sprite[dmgSrc].extra << 2);
|
||||
int16_t sectNum = SECT(spriteNum);
|
||||
pushmove((vec3_t *)&sprite[spriteNum], §Num, 128L, (4L << 8), (4L << 8), CLIPMASK0);
|
||||
pushmove(&sprite[spriteNum].pos, §Num, 128L, (4L << 8), (4L << 8), CLIPMASK0);
|
||||
if (sectNum != SECT(spriteNum) && (unsigned)sectNum < MAXSECTORS)
|
||||
changespritesect(spriteNum, sectNum);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue