- Blood: Promote `pPlayer->angold` to binangle class.

This commit is contained in:
Mitchell Richters 2020-11-30 19:57:21 +11:00
parent 232dd5e07a
commit f429871cc6
2 changed files with 9 additions and 8 deletions

View File

@ -707,8 +707,8 @@ void playerStart(int nPlayer, int bNewLevel)
GetSpriteExtents(pSprite, &top, &bottom);
pSprite->z -= bottom - pSprite->z;
pSprite->pal = 11+(pPlayer->teamId&3);
pPlayer->angold = pSprite->ang = pStartZone->ang;
pPlayer->angle.ang = buildang(pSprite->ang);
pSprite->ang = pStartZone->ang;
pPlayer->angold = pPlayer->angle.ang = buildang(pSprite->ang);
pSprite->type = kDudePlayer1+nPlayer;
pSprite->clipdist = pDudeInfo->clipdist;
pSprite->flags = 15;
@ -1312,8 +1312,9 @@ void UpdatePlayerSpriteAngle(PLAYER *pPlayer)
{
spritetype *pSprite = pPlayer->pSprite;
pPlayer->angle.ang += buildang(pSprite->ang - pPlayer->angold);
pPlayer->angold = pSprite->ang = pPlayer->angle.ang.asbuild();
pPlayer->angle.ang += buildang(pSprite->ang) - pPlayer->angold;
pPlayer->angold = pPlayer->angle.ang;
pSprite->ang = pPlayer->angle.ang.asbuild();
}
void ProcessInput(PLAYER *pPlayer)
@ -1346,9 +1347,9 @@ void ProcessInput(PLAYER *pPlayer)
char bSeqStat = playerSeqPlaying(pPlayer, 16);
if (pPlayer->fraggerId != -1)
{
auto fraggerAng = bvectangbam(sprite[pPlayer->fraggerId].x - pSprite->x, sprite[pPlayer->fraggerId].y - pSprite->y);
pPlayer->angold = pSprite->ang = fraggerAng.asbuild();
pPlayer->angle.addadjustment(getincanglebam(pPlayer->angle.ang, fraggerAng));
pPlayer->angold = bvectangbam(sprite[pPlayer->fraggerId].x - pSprite->x, sprite[pPlayer->fraggerId].y - pSprite->y);
pSprite->ang = pPlayer->angold.asbuild();
pPlayer->angle.addadjustment(getincanglebam(pPlayer->angle.ang, pPlayer->angold));
}
pPlayer->deathTime += 4;
if (!bSeqStat)

View File

@ -175,7 +175,7 @@ struct PLAYER
int pickupEffect;
bool flashEffect; // if true, reduce pPlayer->visibility counter
int quakeEffect;
int angold;
binangle angold;
int player_par;
int nWaterPal;
POSTURE pPosture[kModeMax][kPostureMax];