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- use gs.playerheight consistently.
There were still several cases using the game specific constants.
This commit is contained in:
parent
564ec9e518
commit
1e1188ae73
6 changed files with 9 additions and 9 deletions
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@ -168,7 +168,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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t->add_int_x(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.X - ps[h->spr.yvel].__int_opos.X, 16));
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t->add_int_x(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.X - ps[h->spr.yvel].__int_opos.X, 16));
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t->add_int_y(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.Y - ps[h->spr.yvel].__int_opos.Y, 16));
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t->add_int_y(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.Y - ps[h->spr.yvel].__int_opos.Y, 16));
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t->set_int_z(interpolatedvalue(ps[h->spr.yvel].__int_opos.Z, ps[h->spr.yvel].__int_pos.Z, smoothratio));
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t->set_int_z(interpolatedvalue(ps[h->spr.yvel].__int_opos.Z, ps[h->spr.yvel].__int_pos.Z, smoothratio));
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t->add_int_z(PHEIGHT_DUKE);
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t->add_int_z(gs.playerheight);
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}
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}
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else if (!actorflag(h, SFLAG_NOINTERPOLATE))
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else if (!actorflag(h, SFLAG_NOINTERPOLATE))
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{
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{
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@ -315,7 +315,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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{
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{
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t->x = interpolatedvalue(omyx, myx, smoothratio);
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t->x = interpolatedvalue(omyx, myx, smoothratio);
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t->y = interpolatedvalue(omyy, myy, smoothratio);
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t->y = interpolatedvalue(omyy, myy, smoothratio);
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t->z = interpolatedvalue(omyz, myz, smoothratio) + PHEIGHT_DUKE;
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t->z = interpolatedvalue(omyz, myz, smoothratio) + gs_playerheight;
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t->ang = interpolatedangle(omyang, myang, smoothratio).asbuild();
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t->ang = interpolatedangle(omyang, myang, smoothratio).asbuild();
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t->sector = mycursectnum;
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t->sector = mycursectnum;
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}
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}
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@ -148,7 +148,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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t->add_int_x(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.X - ps[h->spr.yvel].__int_opos.X, 16));
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t->add_int_x(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.X - ps[h->spr.yvel].__int_opos.X, 16));
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t->add_int_y(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.Y - ps[h->spr.yvel].__int_opos.Y, 16));
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t->add_int_y(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].__int_pos.Y - ps[h->spr.yvel].__int_opos.Y, 16));
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t->set_int_z(interpolatedvalue(ps[h->spr.yvel].__int_opos.Z, ps[h->spr.yvel].__int_pos.Z, smoothratio));
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t->set_int_z(interpolatedvalue(ps[h->spr.yvel].__int_opos.Z, ps[h->spr.yvel].__int_pos.Z, smoothratio));
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t->add_int_z(PHEIGHT_RR);
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t->add_int_z(gs.playerheight);
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h->spr.xrepeat = 24;
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h->spr.xrepeat = 24;
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h->spr.yrepeat = 17;
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h->spr.yrepeat = 17;
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}
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}
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@ -359,7 +359,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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{
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{
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t->x = interpolatedvalue(omyx, myx, smoothratio);
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t->x = interpolatedvalue(omyx, myx, smoothratio);
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t->y = interpolatedvalue(omyy, myy, smoothratio);
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t->y = interpolatedvalue(omyy, myy, smoothratio);
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t->z = interpolatedvalue(omyz, myz, smoothratio) + PHEIGHT_RR;
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t->z = interpolatedvalue(omyz, myz, smoothratio) + gs.playerheight;
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t->ang = interpolatedangle(omyang, myang, smoothratio).asbuild();
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t->ang = interpolatedangle(omyang, myang, smoothratio).asbuild();
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t->sector = mycursectnum;
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t->sector = mycursectnum;
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}
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}
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@ -171,7 +171,7 @@ int hits(DDukeActor* actor)
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int zoff;
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int zoff;
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HitInfo hit{};
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HitInfo hit{};
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if (actor->isPlayer()) zoff = isRR() ? PHEIGHT_RR : PHEIGHT_DUKE;
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if (actor->isPlayer()) zoff = gs.playerheight;
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else zoff = 0;
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else zoff = 0;
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auto pos = actor->int_pos();
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auto pos = actor->int_pos();
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@ -192,7 +192,7 @@ int hitasprite(DDukeActor* actor, DDukeActor** hitsp)
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if (badguy(actor))
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if (badguy(actor))
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zoff = (42 << 8);
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zoff = (42 << 8);
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else if (actor->spr.picnum == TILE_APLAYER) zoff = isRR() ? PHEIGHT_RR : PHEIGHT_DUKE;
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else if (actor->spr.picnum == TILE_APLAYER) zoff = gs.playerheight;
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else zoff = 0;
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else zoff = 0;
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auto pos = actor->int_pos();
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auto pos = actor->int_pos();
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@ -303,7 +303,7 @@ void spawntransporter(DDukeActor *actj, DDukeActor* act, bool beam)
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{
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{
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act->spr.xrepeat = 31;
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act->spr.xrepeat = 31;
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act->spr.yrepeat = 1;
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act->spr.yrepeat = 1;
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act->set_int_z(actj->sector()->int_floorz() - (isRR() ? PHEIGHT_RR : PHEIGHT_DUKE));
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act->set_int_z(actj->sector()->int_floorz() - gs.playerheight);
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}
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}
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else
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else
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{
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{
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@ -202,7 +202,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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case TONGUE:
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case TONGUE:
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if (actj)
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if (actj)
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act->spr.ang = actj->spr.ang;
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act->spr.ang = actj->spr.ang;
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act->add_int_z(-PHEIGHT_DUKE);
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act->add_int_z(-gs.playerheight);
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act->spr.zvel = 256 - (krand() & 511);
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act->spr.zvel = 256 - (krand() & 511);
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act->spr.xvel = 64 - (krand() & 127);
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act->spr.xvel = 64 - (krand() & 127);
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ChangeActorStat(act, 4);
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ChangeActorStat(act, 4);
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@ -284,7 +284,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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case TONGUE:
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case TONGUE:
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if (actj)
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if (actj)
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act->spr.ang = actj->spr.ang;
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act->spr.ang = actj->spr.ang;
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act->add_int_z(-PHEIGHT_RR);
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act->add_int_z(-gs.playerheight);
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act->spr.zvel = 256 - (krand() & 511);
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act->spr.zvel = 256 - (krand() & 511);
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act->spr.xvel = 64 - (krand() & 127);
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act->spr.xvel = 64 - (krand() & 127);
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ChangeActorStat(act, 4);
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ChangeActorStat(act, 4);
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