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- wrapped almost everything
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8bb609fbb1
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3 changed files with 22 additions and 19 deletions
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@ -944,6 +944,9 @@ struct USER
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void set_int_change_x(int x) { change.X = x; }
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void set_int_change_x(int x) { change.X = x; }
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void set_int_change_y(int x) { change.Y = x; }
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void set_int_change_y(int x) { change.Y = x; }
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void set_int_change_z(int x) { change.Z = x; }
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void set_int_change_z(int x) { change.Z = x; }
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void add_int_change_x(int x) { change.X += x; }
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void add_int_change_y(int x) { change.Y += x; }
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void add_int_change_z(int x) { change.Z += x; }
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// frequently repeated patterns
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// frequently repeated patterns
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void clearChange() { change.X = change.Y = change.Z = 0; }
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void clearChange() { change.X = change.Y = change.Z = 0; }
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@ -1275,8 +1275,8 @@ int PlayerInitChemBomb(PLAYER* pp)
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UpdateChange(actorNew, 0.5);
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UpdateChange(actorNew, 0.5);
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// adjust xvel according to player velocity
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// adjust xvel according to player velocity
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actorNew->user.change.X += pp->vect.X >> 14;
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actorNew->user.add_int_change_x(pp->vect.X >> 14);
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actorNew->user.change.Y += pp->vect.Y >> 14;
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actorNew->user.add_int_change_y(pp->vect.Y >> 14);
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// Smoke will come out for this many seconds
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// Smoke will come out for this many seconds
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actorNew->user.WaitTics = CHEMTICS;
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actorNew->user.WaitTics = CHEMTICS;
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@ -1626,8 +1626,8 @@ int PlayerInitCaltrops(PLAYER* pp)
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UpdateChange(actorNew, 0.5);
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UpdateChange(actorNew, 0.5);
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// adjust xvel according to player velocity
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// adjust xvel according to player velocity
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actorNew->user.change.X += pp->vect.X >> 14;
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actorNew->user.add_int_change_x(pp->vect.X >> 14);
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actorNew->user.change.Y += pp->vect.Y >> 14;
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actorNew->user.add_int_change_y(pp->vect.Y >> 14);
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SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
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SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
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return 0;
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return 0;
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@ -3862,7 +3862,7 @@ int DoFastShrapJumpFall(DSWActor* actor)
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int DoTracerShrap(DSWActor* actor)
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int DoTracerShrap(DSWActor* actor)
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{
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{
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actor->add_int_pos({ actor->user.int_change().X, actor->user.int_change().Y, actor->user.change.Z });
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actor->add_int_pos({ actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z });
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actor->user.WaitTics -= MISSILEMOVETICS;
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actor->user.WaitTics -= MISSILEMOVETICS;
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if (actor->user.WaitTics <= 0)
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if (actor->user.WaitTics <= 0)
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@ -7850,9 +7850,9 @@ int VectorMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t turn_speed, i
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// the large turn_speed is the slower the turn
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// the large turn_speed is the slower the turn
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actor->user.set_int_change_x((actor->user.change.X + ox*(turn_speed-1))/turn_speed);
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actor->user.set_int_change_x((actor->user.int_change().X + ox*(turn_speed-1))/turn_speed);
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actor->user.set_int_change_y((actor->user.change.Y + oy*(turn_speed-1))/turn_speed);
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actor->user.set_int_change_y((actor->user.int_change().Y + oy*(turn_speed-1))/turn_speed);
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actor->user.set_int_change_z((actor->user.change.Z + oz*(turn_speed-1))/turn_speed);
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actor->user.set_int_change_z((actor->user.int_change().Z + oz*(turn_speed-1))/turn_speed);
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SetAngleFromChange(actor);
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SetAngleFromChange(actor);
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}
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}
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@ -7906,9 +7906,9 @@ int VectorWormSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range1, in
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actor->user.set_int_change_y(Scale(actor->spr.xvel, goal->int_pos().Y - actor->int_pos().Y, dist));
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actor->user.set_int_change_y(Scale(actor->spr.xvel, goal->int_pos().Y - actor->int_pos().Y, dist));
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actor->user.set_int_change_z(Scale(actor->spr.xvel, zh - actor->int_pos().Z, dist));
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actor->user.set_int_change_z(Scale(actor->spr.xvel, zh - actor->int_pos().Z, dist));
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actor->user.set_int_change_x((actor->user.change.X + ox*7)/8);
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actor->user.set_int_change_x((actor->user.int_change().X + ox*7)/8);
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actor->user.set_int_change_y((actor->user.change.Y + oy*7)/8);
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actor->user.set_int_change_y((actor->user.int_change().Y + oy*7)/8);
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actor->user.set_int_change_z((actor->user.change.Z + oz*7)/8);
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actor->user.set_int_change_z((actor->user.int_change().Z + oz*7)/8);
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SetAngleFromChange(actor);
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SetAngleFromChange(actor);
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}
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}
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@ -8191,9 +8191,9 @@ bool SlopeBounce(DSWActor* actor, bool *hit_wall)
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if ((abs(k)>>14) < l)
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if ((abs(k)>>14) < l)
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{
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{
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k = DivScale(k, l, 17);
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k = DivScale(k, l, 17);
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actor->user.change.X -= MulScale(dax, k, 16);
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actor->user.add_int_change_x(-MulScale(dax, k, 16));
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actor->user.change.Y -= MulScale(day, k, 16);
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actor->user.add_int_change_y(-MulScale(day, k, 16));
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actor->user.change.Z -= MulScale(daz, k, 12);
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actor->user.add_int_change_z(-MulScale(daz, k, 12));
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SetAngleFromChange(actor);
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SetAngleFromChange(actor);
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}
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}
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@ -8937,7 +8937,7 @@ int DoMine(DSWActor* actor)
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int DoPuff(DSWActor* actor)
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int DoPuff(DSWActor* actor)
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{
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{
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actor->add_int_pos({ actor->user.int_change().X, actor->user.int_change().Y, actor->user.change.Z });
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actor->add_int_pos({ actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z });
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return 0;
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return 0;
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}
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}
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@ -16154,8 +16154,8 @@ int InitGrenade(PLAYER* pp)
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if (!auto_aim)
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if (!auto_aim)
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{
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{
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// adjust xvel according to player velocity
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// adjust xvel according to player velocity
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actorNew->user.change.X += pp->vect.X>>14;
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actorNew->user.add_int_change_x(pp->vect.X>>14);
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actorNew->user.change.Y += pp->vect.Y>>14;
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actorNew->user.add_int_change_y(pp->vect.Y>>14);
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}
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}
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actorNew->user.Counter2 = true; // Phosphorus Grenade
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actorNew->user.Counter2 = true; // Phosphorus Grenade
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@ -16262,8 +16262,8 @@ int InitMine(PLAYER* pp)
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if (labs(dot) > 10000)
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if (labs(dot) > 10000)
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{
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{
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// adjust xvel according to player velocity
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// adjust xvel according to player velocity
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actorNew->user.change.X += pp->vect.X>>13;
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actorNew->user.add_int_change_x(pp->vect.X>>13);
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actorNew->user.change.Y += pp->vect.Y>>13;
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actorNew->user.add_int_change_y(pp->vect.Y>>13);
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}
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}
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return 0;
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return 0;
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