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- renamed another set of variables.
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4 changed files with 21 additions and 21 deletions
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@ -1497,11 +1497,11 @@ struct SECTOR_OBJECT
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ang_moving, // angle the SO is facing
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clipdist, // cliping distance for operational sector objects
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clipbox_dist[MAX_CLIPBOX], // mult-clip box variables
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clipbox_xoff[MAX_CLIPBOX], // mult-clip box variables
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clipbox_yoff[MAX_CLIPBOX], // mult-clip box variables
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clipbox_ang[MAX_CLIPBOX], // mult-clip box variables
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clipbox_vdist[MAX_CLIPBOX], // mult-clip box variables
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clipbox_num,
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_clipbox_xoff[MAX_CLIPBOX], // mult-clip box variables
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_clipbox_yoff[MAX_CLIPBOX], // mult-clip box variables
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_clipbox_ang[MAX_CLIPBOX], // mult-clip box variables
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_clipbox_vdist[MAX_CLIPBOX]; // mult-clip box variables
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int16_t clipbox_num,
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ang_tgt, // target angle
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ang_orig, // original angle
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last_ang, // last angle before started spinning
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@ -56,12 +56,12 @@ Collision MultiClipMove(PLAYER* pp, int z, int floor_dist)
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{
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// move the box to position instead of using offset- this prevents small rounding errors
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// allowing you to move through wall
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ang = NORM_ANGLE(pp->angle.ang.Buildang() + sop->clipbox_ang[i]);
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ang = NORM_ANGLE(pp->angle.ang.Buildang() + sop->_clipbox_ang[i]);
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vec3_t spos = { pp->int_ppos().X, pp->int_ppos().Y, z };
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xvect = sop->clipbox_vdist[i] * bcos(ang);
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yvect = sop->clipbox_vdist[i] * bsin(ang);
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xvect = sop->_clipbox_vdist[i] * bcos(ang);
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yvect = sop->_clipbox_vdist[i] * bsin(ang);
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Collision coll;
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clipmove(spos, &pp->cursector, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll, 1);
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@ -71,8 +71,8 @@ Collision MultiClipMove(PLAYER* pp, int z, int floor_dist)
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min_dist = 0;
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min_ndx = i;
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// ox is where it should be
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opos[i].X = pos[i].X = pp->int_ppos().X + MulScale(sop->clipbox_vdist[i], bcos(ang), 14);
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opos[i].Y = pos[i].Y = pp->int_ppos().Y + MulScale(sop->clipbox_vdist[i], bsin(ang), 14);
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opos[i].X = pos[i].X = pp->int_ppos().X + MulScale(sop->_clipbox_vdist[i], bcos(ang), 14);
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opos[i].Y = pos[i].Y = pp->int_ppos().Y + MulScale(sop->_clipbox_vdist[i], bsin(ang), 14);
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// spos.x is where it hit
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pos[i].X = spos.X;
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@ -128,12 +128,12 @@ short MultiClipTurn(PLAYER* pp, short new_ang, int z, int floor_dist)
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for (i = 0; i < sop->clipbox_num; i++)
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{
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ang = NORM_ANGLE(new_ang + sop->clipbox_ang[i]);
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ang = NORM_ANGLE(new_ang + sop->_clipbox_ang[i]);
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vec3_t pos = { pp->int_ppos().X, pp->int_ppos().Y, z };
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xvect = sop->clipbox_vdist[i] * bcos(ang);
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yvect = sop->clipbox_vdist[i] * bsin(ang);
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xvect = sop->_clipbox_vdist[i] * bcos(ang);
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yvect = sop->_clipbox_vdist[i] * bsin(ang);
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// move the box
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Collision coll;
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@ -684,10 +684,10 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w,
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("scale_dist_max", w.scale_dist_max, def->scale_dist_max)
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("scale_rand_freq", w.scale_rand_freq, def->scale_rand_freq)
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.Array("clipbox_dist", w.clipbox_dist, def->clipbox_dist, w.clipbox_num)
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.Array("clipbox_xoff", w.clipbox_xoff, def->clipbox_xoff, w.clipbox_num)
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.Array("clipbox_yoff", w.clipbox_yoff, def->clipbox_yoff, w.clipbox_num)
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.Array("clipbox_ang", w.clipbox_ang, def->clipbox_ang, w.clipbox_num)
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.Array("clipbox_vdist", w.clipbox_vdist, def->clipbox_vdist, w.clipbox_num)
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.Array("clipbox_xoff", w._clipbox_xoff, def->_clipbox_xoff, w.clipbox_num)
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.Array("clipbox_yoff", w._clipbox_yoff, def->_clipbox_yoff, w.clipbox_num)
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.Array("clipbox_ang", w._clipbox_ang, def->_clipbox_ang, w.clipbox_num)
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.Array("clipbox_vdist", w._clipbox_vdist, def->_clipbox_vdist, w.clipbox_num)
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.Array("scale_point_dist", w.scale_point_dist, def->scale_point_dist, MAX_SO_POINTS)
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.Array("scale_point_speed", w.scale_point_speed, def->scale_point_speed, MAX_SO_POINTS)
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("scale_point_base_speed", w.scale_point_base_speed, def->scale_point_base_speed)
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@ -806,13 +806,13 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
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short ang2;
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sop->clipdist = 0;
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sop->clipbox_dist[sop->clipbox_num] = itActor->spr.lotag;
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sop->clipbox_xoff[sop->clipbox_num] = sop->int_pmid().X - itActor->int_pos().X;
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sop->clipbox_yoff[sop->clipbox_num] = sop->int_pmid().Y - itActor->int_pos().Y;
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sop->_clipbox_xoff[sop->clipbox_num] = sop->int_pmid().X - itActor->int_pos().X;
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sop->_clipbox_yoff[sop->clipbox_num] = sop->int_pmid().Y - itActor->int_pos().Y;
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sop->clipbox_vdist[sop->clipbox_num] = ksqrt(SQ(sop->int_pmid().X - itActor->int_pos().X) + SQ(sop->int_pmid().Y - itActor->int_pos().Y));
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sop->_clipbox_vdist[sop->clipbox_num] = ksqrt(SQ(sop->int_pmid().X - itActor->int_pos().X) + SQ(sop->int_pmid().Y - itActor->int_pos().Y));
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ang2 = getangle(itActor->int_pos().X - sop->int_pmid().X, itActor->int_pos().Y - sop->int_pmid().Y);
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sop->clipbox_ang[sop->clipbox_num] = getincangle(ang2, sop->ang);
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sop->_clipbox_ang[sop->clipbox_num] = getincangle(ang2, sop->ang);
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sop->clipbox_num++;
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KillActor(itActor);
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