diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index c7adbc2a8..c8fc841a5 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1497,11 +1497,11 @@ struct SECTOR_OBJECT ang_moving, // angle the SO is facing clipdist, // cliping distance for operational sector objects clipbox_dist[MAX_CLIPBOX], // mult-clip box variables - clipbox_xoff[MAX_CLIPBOX], // mult-clip box variables - clipbox_yoff[MAX_CLIPBOX], // mult-clip box variables - clipbox_ang[MAX_CLIPBOX], // mult-clip box variables - clipbox_vdist[MAX_CLIPBOX], // mult-clip box variables - clipbox_num, + _clipbox_xoff[MAX_CLIPBOX], // mult-clip box variables + _clipbox_yoff[MAX_CLIPBOX], // mult-clip box variables + _clipbox_ang[MAX_CLIPBOX], // mult-clip box variables + _clipbox_vdist[MAX_CLIPBOX]; // mult-clip box variables + int16_t clipbox_num, ang_tgt, // target angle ang_orig, // original angle last_ang, // last angle before started spinning diff --git a/source/games/sw/src/mclip.cpp b/source/games/sw/src/mclip.cpp index 57b77c280..4910c868e 100644 --- a/source/games/sw/src/mclip.cpp +++ b/source/games/sw/src/mclip.cpp @@ -56,12 +56,12 @@ Collision MultiClipMove(PLAYER* pp, int z, int floor_dist) { // move the box to position instead of using offset- this prevents small rounding errors // allowing you to move through wall - ang = NORM_ANGLE(pp->angle.ang.Buildang() + sop->clipbox_ang[i]); + ang = NORM_ANGLE(pp->angle.ang.Buildang() + sop->_clipbox_ang[i]); vec3_t spos = { pp->int_ppos().X, pp->int_ppos().Y, z }; - xvect = sop->clipbox_vdist[i] * bcos(ang); - yvect = sop->clipbox_vdist[i] * bsin(ang); + xvect = sop->_clipbox_vdist[i] * bcos(ang); + yvect = sop->_clipbox_vdist[i] * bsin(ang); Collision coll; clipmove(spos, &pp->cursector, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll, 1); @@ -71,8 +71,8 @@ Collision MultiClipMove(PLAYER* pp, int z, int floor_dist) min_dist = 0; min_ndx = i; // ox is where it should be - opos[i].X = pos[i].X = pp->int_ppos().X + MulScale(sop->clipbox_vdist[i], bcos(ang), 14); - opos[i].Y = pos[i].Y = pp->int_ppos().Y + MulScale(sop->clipbox_vdist[i], bsin(ang), 14); + opos[i].X = pos[i].X = pp->int_ppos().X + MulScale(sop->_clipbox_vdist[i], bcos(ang), 14); + opos[i].Y = pos[i].Y = pp->int_ppos().Y + MulScale(sop->_clipbox_vdist[i], bsin(ang), 14); // spos.x is where it hit pos[i].X = spos.X; @@ -128,12 +128,12 @@ short MultiClipTurn(PLAYER* pp, short new_ang, int z, int floor_dist) for (i = 0; i < sop->clipbox_num; i++) { - ang = NORM_ANGLE(new_ang + sop->clipbox_ang[i]); + ang = NORM_ANGLE(new_ang + sop->_clipbox_ang[i]); vec3_t pos = { pp->int_ppos().X, pp->int_ppos().Y, z }; - xvect = sop->clipbox_vdist[i] * bcos(ang); - yvect = sop->clipbox_vdist[i] * bsin(ang); + xvect = sop->_clipbox_vdist[i] * bcos(ang); + yvect = sop->_clipbox_vdist[i] * bsin(ang); // move the box Collision coll; diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index a29696818..1d73d4453 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -684,10 +684,10 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w, ("scale_dist_max", w.scale_dist_max, def->scale_dist_max) ("scale_rand_freq", w.scale_rand_freq, def->scale_rand_freq) .Array("clipbox_dist", w.clipbox_dist, def->clipbox_dist, w.clipbox_num) - .Array("clipbox_xoff", w.clipbox_xoff, def->clipbox_xoff, w.clipbox_num) - .Array("clipbox_yoff", w.clipbox_yoff, def->clipbox_yoff, w.clipbox_num) - .Array("clipbox_ang", w.clipbox_ang, def->clipbox_ang, w.clipbox_num) - .Array("clipbox_vdist", w.clipbox_vdist, def->clipbox_vdist, w.clipbox_num) + .Array("clipbox_xoff", w._clipbox_xoff, def->_clipbox_xoff, w.clipbox_num) + .Array("clipbox_yoff", w._clipbox_yoff, def->_clipbox_yoff, w.clipbox_num) + .Array("clipbox_ang", w._clipbox_ang, def->_clipbox_ang, w.clipbox_num) + .Array("clipbox_vdist", w._clipbox_vdist, def->_clipbox_vdist, w.clipbox_num) .Array("scale_point_dist", w.scale_point_dist, def->scale_point_dist, MAX_SO_POINTS) .Array("scale_point_speed", w.scale_point_speed, def->scale_point_speed, MAX_SO_POINTS) ("scale_point_base_speed", w.scale_point_base_speed, def->scale_point_base_speed) diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index f41708abe..9f2249034 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -806,13 +806,13 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop) short ang2; sop->clipdist = 0; sop->clipbox_dist[sop->clipbox_num] = itActor->spr.lotag; - sop->clipbox_xoff[sop->clipbox_num] = sop->int_pmid().X - itActor->int_pos().X; - sop->clipbox_yoff[sop->clipbox_num] = sop->int_pmid().Y - itActor->int_pos().Y; + sop->_clipbox_xoff[sop->clipbox_num] = sop->int_pmid().X - itActor->int_pos().X; + sop->_clipbox_yoff[sop->clipbox_num] = sop->int_pmid().Y - itActor->int_pos().Y; - 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)); + 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)); ang2 = getangle(itActor->int_pos().X - sop->int_pmid().X, itActor->int_pos().Y - sop->int_pmid().Y); - sop->clipbox_ang[sop->clipbox_num] = getincangle(ang2, sop->ang); + sop->_clipbox_ang[sop->clipbox_num] = getincangle(ang2, sop->ang); sop->clipbox_num++; KillActor(itActor);