- another batch

This commit is contained in:
Christoph Oelckers 2022-02-06 21:11:08 +01:00
parent 3b66cd4047
commit 0bf60d53ee

View file

@ -373,7 +373,7 @@ void movedummyplayers(void)
act->spr.pos.X += (ps[p].pos.X - ps[p].opos.X); act->spr.pos.X += (ps[p].pos.X - ps[p].opos.X);
act->spr.pos.Y += (ps[p].pos.Y - ps[p].opos.Y); act->spr.pos.Y += (ps[p].pos.Y - ps[p].opos.Y);
SetActor(act, act->int_pos()); SetActor(act, act->spr.pos);
} }
} }
@ -400,7 +400,7 @@ void moveplayers(void)
act->spr.pos = p->opos.plusZ(gs.playerheight); act->spr.pos = p->opos.plusZ(gs.playerheight);
act->backupz(); act->backupz();
act->spr.ang = p->angle.oang.asbuild(); act->spr.ang = p->angle.oang.asbuild();
SetActor(act, act->int_pos()); SetActor(act, act->spr.pos);
} }
else else
{ {
@ -503,7 +503,7 @@ void moveplayers(void)
else else
{ {
act->spr.ang = 2047 - (p->angle.ang.asbuild()); act->spr.ang = 2047 - (p->angle.ang.asbuild());
SetActor(act, act->int_pos()); SetActor(act, act->spr.pos);
} }
} }
@ -666,15 +666,15 @@ void movecrane(DDukeActor *actor, int crane)
if (actor->temp_data[0] == 2) if (actor->temp_data[0] == 2)
{ {
if ((sectp->int_floorz() - actor->int_pos().Z) < (64 << 8)) if ((sectp->floorz - actor->spr.pos.Z) < 64)
if (actor->spr.picnum > crane) actor->spr.picnum--; if (actor->spr.picnum > crane) actor->spr.picnum--;
if ((sectp->int_floorz() - actor->int_pos().Z) < (4096 + 1024)) if ((sectp->floorz - actor->spr.pos.Z) < 20)
actor->temp_data[0]++; actor->temp_data[0]++;
} }
if (actor->temp_data[0] == 7) if (actor->temp_data[0] == 7)
{ {
if ((sectp->int_floorz() - actor->int_pos().Z) < (64 << 8)) if ((sectp->floorz - actor->spr.pos.Z) < 64)
{ {
if (actor->spr.picnum > crane) actor->spr.picnum--; if (actor->spr.picnum > crane) actor->spr.picnum--;
else else
@ -734,7 +734,7 @@ void movecrane(DDukeActor *actor, int crane)
else if (actor->temp_data[0] == 5 || actor->temp_data[0] == 8) else if (actor->temp_data[0] == 5 || actor->temp_data[0] == 8)
{ {
if (actor->temp_data[0] == 8 && actor->spr.picnum < (crane + 2)) if (actor->temp_data[0] == 8 && actor->spr.picnum < (crane + 2))
if ((sectp->int_floorz() - actor->int_pos().Z) > 8192) if ((sectp->floorz - actor->spr.pos.Z) > 32)
actor->spr.picnum++; actor->spr.picnum++;
if (actor->int_pos().Z < cpt.pos.Z) if (actor->int_pos().Z < cpt.pos.Z)
@ -743,7 +743,7 @@ void movecrane(DDukeActor *actor, int crane)
actor->spr.xvel = 0; actor->spr.xvel = 0;
} }
else else
actor->add_int_z(-(1024 + 512)); actor->spr.pos.Z -= 6;
} }
else if (actor->temp_data[0] == 6) else if (actor->temp_data[0] == 6)
{ {
@ -779,7 +779,7 @@ void movecrane(DDukeActor *actor, int crane)
if (Owner != nullptr) if (Owner != nullptr)
{ {
SetActor(Owner, actor->int_pos()); SetActor(Owner, actor->spr.pos);
Owner->opos = actor->spr.pos; Owner->opos = actor->spr.pos;
@ -1102,12 +1102,12 @@ void movetouchplate(DDukeActor* actor, int plate)
{ {
if (x <= actor->int_pos().Z) if (x <= actor->int_pos().Z)
{ {
sectp->set_int_floorz(actor->int_pos().Z); sectp->setfloorz(actor->spr.pos.Z);
actor->temp_data[1] = 0; actor->temp_data[1] = 0;
} }
else else
{ {
sectp->add_int_floorz(-sectp->extra); sectp->floorz -= sectp->extra * zmaptoworld;
p = checkcursectnums(actor->sector()); p = checkcursectnums(actor->sector());
if (p >= 0) if (p >= 0)
ps[p].pos.Z -= sectp->extra * zmaptoworld; ps[p].pos.Z -= sectp->extra * zmaptoworld;
@ -1317,9 +1317,10 @@ void movetongue(DDukeActor *actor, int tongue, int jaw)
} }
actor->spr.ang = Owner->spr.ang; actor->spr.ang = Owner->spr.ang;
actor->set_int_xy(Owner->int_pos().X, Owner->int_pos().Y); actor->spr.pos.X = Owner->spr.pos.X;
actor->spr.pos.Y = Owner->spr.pos.Y;
if (Owner->isPlayer()) if (Owner->isPlayer())
actor->set_int_z(Owner->int_pos().Z - (34 << 8)); actor->spr.pos.Z = Owner->spr.pos.Z - 34;
for (int k = 0; k < actor->temp_data[0]; k++) for (int k = 0; k < actor->temp_data[0]; k++)
{ {
auto q = EGS(actor->sector(), auto q = EGS(actor->sector(),
@ -1570,9 +1571,9 @@ void forcesphere(DDukeActor* actor, int forcesphere)
{ {
if (actor->spr.zvel < 6144) if (actor->spr.zvel < 6144)
actor->spr.zvel += 192; actor->spr.zvel += 192;
actor->add_int_z(actor->spr.zvel); actor->spr.pos.Z += actor->spr.zvel * inttoworld;
if (actor->int_pos().Z > sectp->int_floorz()) if (actor->spr.pos.Z > sectp->floorz)
actor->set_int_z(sectp->int_floorz()); actor->spr.pos.Z = sectp->floorz;
actor->temp_data[3]--; actor->temp_data[3]--;
if (actor->temp_data[3] == 0) if (actor->temp_data[3] == 0)
{ {
@ -1609,8 +1610,8 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
actor->spr.shade += (sectp->ceilingshade - actor->spr.shade) >> 1; actor->spr.shade += (sectp->ceilingshade - actor->spr.shade) >> 1;
else actor->spr.shade += (sectp->floorshade - actor->spr.shade) >> 1; else actor->spr.shade += (sectp->floorshade - actor->spr.shade) >> 1;
if (actor->int_pos().Z < sectp->int_ceilingz() + (32 << 8)) if (actor->spr.pos.Z < sectp->ceilingz + 32)
actor->set_int_z(sectp->int_ceilingz() + (32 << 8)); actor->spr.pos.Z = sectp->ceilingz + 32;
if (ud.multimode < 2) if (ud.multimode < 2)
{ {
@ -2037,7 +2038,7 @@ void forcesphereexplode(DDukeActor *actor)
l -= 3; l -= 3;
} }
actor->set_int_pos(Owner->int_pos()); actor->spr.pos = Owner->spr.pos;;
actor->spr.ang += Owner->temp_data[0]; actor->spr.ang += Owner->temp_data[0];
if (l > 64) l = 64; if (l > 64) l = 64;
@ -2132,7 +2133,7 @@ bool money(DDukeActor* actor, int BLOODPOOL)
ssp(actor, CLIPMASK0); ssp(actor, CLIPMASK0);
if ((krand() & 3) == 0) if ((krand() & 3) == 0)
SetActor(actor, actor->int_pos()); SetActor(actor, actor->spr.pos);
if (!actor->insector()) if (!actor->insector())
{ {
@ -2188,11 +2189,11 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f
if (actor->spr.zvel > 1024 && actor->spr.zvel < 1280) if (actor->spr.zvel > 1024 && actor->spr.zvel < 1280)
{ {
SetActor(actor, actor->int_pos()); SetActor(actor, actor->spr.pos);
sectp = actor->sector(); sectp = actor->sector();
} }
if (callsetsprite) SetActor(actor, actor->int_pos()); if (callsetsprite) SetActor(actor, actor->spr.pos);
// this was after the slope calls, but we should avoid calling that for invalid sectors. // this was after the slope calls, but we should avoid calling that for invalid sectors.
if (!actor->insector()) if (!actor->insector())