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Prefer assignment of .vec2 union inside vec3_t instead of explicitly assigning .x and .y members
git-svn-id: https://svn.eduke32.com/eduke32@8242 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 10 additions and 26 deletions
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@ -6291,10 +6291,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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pPlayer->pos.y += x;
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if (g_netServer || numplayers > 1)
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{
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pPlayer->opos.x = pPlayer->pos.x;
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pPlayer->opos.y = pPlayer->pos.y;
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}
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pPlayer->opos.vec2 = pPlayer->pos.vec2;
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pPlayer->bobpos.x += l;
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pPlayer->bobpos.y += x;
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@ -7549,16 +7546,10 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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pPlayer->bobpos.y += x;
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if (g_netServer || numplayers > 1)
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{
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pPlayer->opos.x = pPlayer->pos.x;
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pPlayer->opos.y = pPlayer->pos.y;
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}
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pPlayer->opos.vec2 = pPlayer->pos.vec2;
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if (sprite[pPlayer->i].extra <= 0)
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{
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sprite[pPlayer->i].x = pPlayer->pos.x;
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sprite[pPlayer->i].y = pPlayer->pos.y;
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}
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sprite[pPlayer->i].pos.vec2 = pPlayer->pos.vec2;
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}
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}
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@ -4911,21 +4911,14 @@ void P_ProcessInput(int playerNum)
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pPlayer->bobcounter += sprite[pPlayer->i].xvel>>1;
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if (ud.noclip == 0 && ((uint16_t)pPlayer->cursectnum >= MAXSECTORS || sector[pPlayer->cursectnum].floorpicnum == MIRROR))
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{
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pPlayer->pos.x = pPlayer->opos.x;
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pPlayer->pos.y = pPlayer->opos.y;
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}
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pPlayer->pos.vec2 = pPlayer->opos.vec2;
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else
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{
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pPlayer->opos.x = pPlayer->pos.x;
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pPlayer->opos.y = pPlayer->pos.y;
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}
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pPlayer->opos.vec2 = pPlayer->pos.vec2;
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pPlayer->bobpos.x = pPlayer->pos.x;
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pPlayer->bobpos.y = pPlayer->pos.y;
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pPlayer->opos.z = pPlayer->pos.z;
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pPlayer->opyoff = pPlayer->pyoff;
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pPlayer->oq16ang = pPlayer->q16ang;
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pPlayer->bobpos = pPlayer->pos.vec2;
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pPlayer->opos.z = pPlayer->pos.z;
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pPlayer->opyoff = pPlayer->pyoff;
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pPlayer->oq16ang = pPlayer->q16ang;
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if (pPlayer->one_eighty_count < 0)
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{
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@ -5430,7 +5423,7 @@ HORIZONLY:;
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pPlayer->on_warping_sector = 0;
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bool mashedPotato = 0;
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bool mashedPotato = false;
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if (pPlayer->cursectnum >= 0 && ud.noclip == 0)
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{
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