- use gs.playerheight consistently.

There were still several cases using the game specific constants.
This commit is contained in:
Christoph Oelckers 2022-02-04 18:00:20 +01:00
parent 564ec9e518
commit 1e1188ae73
6 changed files with 9 additions and 9 deletions

View file

@ -168,7 +168,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
t->add_int_x(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.X - ps[h->spr.yvel].__int_opos.X, 16)); t->add_int_x(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.X - ps[h->spr.yvel].__int_opos.X, 16));
t->add_int_y(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.Y - ps[h->spr.yvel].__int_opos.Y, 16)); t->add_int_y(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.Y - ps[h->spr.yvel].__int_opos.Y, 16));
t->set_int_z(interpolatedvalue(ps[h->spr.yvel].__int_opos.Z, ps[h->spr.yvel].__int_pos.Z, smoothratio)); t->set_int_z(interpolatedvalue(ps[h->spr.yvel].__int_opos.Z, ps[h->spr.yvel].__int_pos.Z, smoothratio));
t->add_int_z(PHEIGHT_DUKE); t->add_int_z(gs.playerheight);
} }
else if (!actorflag(h, SFLAG_NOINTERPOLATE)) else if (!actorflag(h, SFLAG_NOINTERPOLATE))
{ {
@ -315,7 +315,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
{ {
t->x = interpolatedvalue(omyx, myx, smoothratio); t->x = interpolatedvalue(omyx, myx, smoothratio);
t->y = interpolatedvalue(omyy, myy, smoothratio); t->y = interpolatedvalue(omyy, myy, smoothratio);
t->z = interpolatedvalue(omyz, myz, smoothratio) + PHEIGHT_DUKE; t->z = interpolatedvalue(omyz, myz, smoothratio) + gs_playerheight;
t->ang = interpolatedangle(omyang, myang, smoothratio).asbuild(); t->ang = interpolatedangle(omyang, myang, smoothratio).asbuild();
t->sector = mycursectnum; t->sector = mycursectnum;
} }

View file

@ -148,7 +148,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
t->add_int_x(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.X - ps[h->spr.yvel].__int_opos.X, 16)); t->add_int_x(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.X - ps[h->spr.yvel].__int_opos.X, 16));
t->add_int_y(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.Y - ps[h->spr.yvel].__int_opos.Y, 16)); t->add_int_y(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.Y - ps[h->spr.yvel].__int_opos.Y, 16));
t->set_int_z(interpolatedvalue(ps[h->spr.yvel].__int_opos.Z, ps[h->spr.yvel].__int_pos.Z, smoothratio)); t->set_int_z(interpolatedvalue(ps[h->spr.yvel].__int_opos.Z, ps[h->spr.yvel].__int_pos.Z, smoothratio));
t->add_int_z(PHEIGHT_RR); t->add_int_z(gs.playerheight);
h->spr.xrepeat = 24; h->spr.xrepeat = 24;
h->spr.yrepeat = 17; h->spr.yrepeat = 17;
} }
@ -359,7 +359,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
{ {
t->x = interpolatedvalue(omyx, myx, smoothratio); t->x = interpolatedvalue(omyx, myx, smoothratio);
t->y = interpolatedvalue(omyy, myy, smoothratio); t->y = interpolatedvalue(omyy, myy, smoothratio);
t->z = interpolatedvalue(omyz, myz, smoothratio) + PHEIGHT_RR; t->z = interpolatedvalue(omyz, myz, smoothratio) + gs.playerheight;
t->ang = interpolatedangle(omyang, myang, smoothratio).asbuild(); t->ang = interpolatedangle(omyang, myang, smoothratio).asbuild();
t->sector = mycursectnum; t->sector = mycursectnum;
} }

View file

@ -171,7 +171,7 @@ int hits(DDukeActor* actor)
int zoff; int zoff;
HitInfo hit{}; HitInfo hit{};
if (actor->isPlayer()) zoff = isRR() ? PHEIGHT_RR : PHEIGHT_DUKE; if (actor->isPlayer()) zoff = gs.playerheight;
else zoff = 0; else zoff = 0;
auto pos = actor->int_pos(); auto pos = actor->int_pos();
@ -192,7 +192,7 @@ int hitasprite(DDukeActor* actor, DDukeActor** hitsp)
if (badguy(actor)) if (badguy(actor))
zoff = (42 << 8); zoff = (42 << 8);
else if (actor->spr.picnum == TILE_APLAYER) zoff = isRR() ? PHEIGHT_RR : PHEIGHT_DUKE; else if (actor->spr.picnum == TILE_APLAYER) zoff = gs.playerheight;
else zoff = 0; else zoff = 0;
auto pos = actor->int_pos(); auto pos = actor->int_pos();

View file

@ -303,7 +303,7 @@ void spawntransporter(DDukeActor *actj, DDukeActor* act, bool beam)
{ {
act->spr.xrepeat = 31; act->spr.xrepeat = 31;
act->spr.yrepeat = 1; act->spr.yrepeat = 1;
act->set_int_z(actj->sector()->int_floorz() - (isRR() ? PHEIGHT_RR : PHEIGHT_DUKE)); act->set_int_z(actj->sector()->int_floorz() - gs.playerheight);
} }
else else
{ {

View file

@ -202,7 +202,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
case TONGUE: case TONGUE:
if (actj) if (actj)
act->spr.ang = actj->spr.ang; act->spr.ang = actj->spr.ang;
act->add_int_z(-PHEIGHT_DUKE); act->add_int_z(-gs.playerheight);
act->spr.zvel = 256 - (krand() & 511); act->spr.zvel = 256 - (krand() & 511);
act->spr.xvel = 64 - (krand() & 127); act->spr.xvel = 64 - (krand() & 127);
ChangeActorStat(act, 4); ChangeActorStat(act, 4);

View file

@ -284,7 +284,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
case TONGUE: case TONGUE:
if (actj) if (actj)
act->spr.ang = actj->spr.ang; act->spr.ang = actj->spr.ang;
act->add_int_z(-PHEIGHT_RR); act->add_int_z(-gs.playerheight);
act->spr.zvel = 256 - (krand() & 511); act->spr.zvel = 256 - (krand() & 511);
act->spr.xvel = 64 - (krand() & 127); act->spr.xvel = 64 - (krand() & 127);
ChangeActorStat(act, 4); ChangeActorStat(act, 4);