diff --git a/source/core/gameinput.h b/source/core/gameinput.h index 39569165f..155ef6c38 100644 --- a/source/core/gameinput.h +++ b/source/core/gameinput.h @@ -14,12 +14,6 @@ struct PlayerAngles // Holder of current yaw spin state for the 180 degree turn. DAngle YawSpin; - // Temporary wrappers. - DAngle& ZzHORIZON() { return pActor->spr.Angles.Pitch; } - DAngle& ZzOLDHORIZON() { return pActor->PrevAngles.Pitch; } - DAngle& ZzANGLE() { return pActor->spr.Angles.Yaw; } - DAngle& ZzOLDANGLE() { return pActor->PrevAngles.Yaw; } - friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def); // Prototypes for applying input. diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 82d8b552e..e0341deeb 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1955,7 +1955,7 @@ inline bool SectorIsUnderwaterArea(sectortype* sect) inline bool PlayerFacingRange(PLAYER* pp, DSWActor* a, DAngle range) { - return absangle((a->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle(), pp->Angles.ZzANGLE()) < range; + return absangle((a->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle(), pp->actor->spr.Angles.Yaw) < range; } inline bool FacingRange(DSWActor* a1, DSWActor* a2, DAngle range) diff --git a/source/games/sw/src/input.cpp b/source/games/sw/src/input.cpp index ff3654b2c..1696ef979 100644 --- a/source/games/sw/src/input.cpp +++ b/source/games/sw/src/input.cpp @@ -206,7 +206,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju if (packet) { *packet = loc; - auto velvect = DVector2(loc.fvel, loc.svel).Rotated(pp->Angles.ZzANGLE()); + auto velvect = DVector2(loc.fvel, loc.svel).Rotated(pp->actor->spr.Angles.Yaw); packet->fvel = (float)velvect.X; packet->svel = (float)velvect.Y; loc = {}; diff --git a/source/games/sw/src/jsector.cpp b/source/games/sw/src/jsector.cpp index c925ac272..7cb5d0ca6 100644 --- a/source/games/sw/src/jsector.cpp +++ b/source/games/sw/src/jsector.cpp @@ -612,7 +612,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio) if (TEST_BOOL11(camactor) && numplayers > 1) { - drawroomstotile(cp->actor->getPosWithOffsetZ(), cp->Angles.ZzANGLE(), cp->Angles.ZzHORIZON(), cp->cursector, mirror[cnt].campic, smoothratio); + drawroomstotile(cp->actor->getPosWithOffsetZ(), cp->actor->spr.Angles.Yaw, cp->actor->spr.Angles.Pitch, cp->cursector, mirror[cnt].campic, smoothratio); } else { diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 0280eefc3..c8031e559 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -1260,7 +1260,7 @@ int PlayerInitChemBomb(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, pp->cursector, pos, pp->Angles.ZzANGLE(), CHEMBOMB_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, pp->cursector, pos, pp->actor->spr.Angles.Yaw, CHEMBOMB_VELOCITY); // don't throw it as far if crawling if (pp->Flags & (PF_CRAWLING)) @@ -1285,7 +1285,7 @@ int PlayerInitChemBomb(PLAYER* pp) if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); double oclipdist = plActor->clipdist; plActor->clipdist = 0; @@ -1632,7 +1632,7 @@ int PlayerInitCaltrops(PLAYER* pp) auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 8); - auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector, pos, pp->Angles.ZzANGLE(), (CHEMBOMB_VELOCITY + RandomRangeF(CHEMBOMB_VELOCITY)) / 2); + auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector, pos, pp->actor->spr.Angles.Yaw, (CHEMBOMB_VELOCITY + RandomRangeF(CHEMBOMB_VELOCITY)) / 2); // don't throw it as far if crawling if (pp->Flags & (PF_CRAWLING)) @@ -1655,7 +1655,7 @@ int PlayerInitCaltrops(PLAYER* pp) if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); double oclipdist = plActor->clipdist; plActor->clipdist = 0; @@ -2198,7 +2198,7 @@ int SpawnShell(DSWActor* actor, int ShellNum) if (actor->user.PlayerP) { - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, actor->user.PlayerP->Angles.ZzHORIZON(), HORIZ_MULTF * (1. / 3.)); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, actor->user.PlayerP->actor->spr.Angles.Pitch, HORIZ_MULTF * (1. / 3.)); } switch (actorNew->user.ID) diff --git a/source/games/sw/src/mclip.cpp b/source/games/sw/src/mclip.cpp index fe995f00a..91f1a5f69 100644 --- a/source/games/sw/src/mclip.cpp +++ b/source/games/sw/src/mclip.cpp @@ -59,7 +59,7 @@ Collision MultiClipMove(PLAYER* pp, double zz, double floordist) { // move the box to position instead of using offset- this prevents small rounding errors // allowing you to move through wall - DAngle ang = (pp->Angles.ZzANGLE() + sop->clipbox_ang[i]); + DAngle ang = (pp->actor->spr.Angles.Yaw + sop->clipbox_ang[i]); DVector3 spos(pp->actor->getPosWithOffsetZ(), zz); DVector2 vect = ang.ToVector() * sop->clipbox_vdist[i]; diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index 89a5ae809..98c9a6e5b 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -2477,7 +2477,7 @@ void SpawnPlayerUnderSprite(PLAYER* pp) int pnum = int(pp - Player); pp->PlayerUnderActor = SpawnActor(STAT_PLAYER_UNDER0 + pnum, - NINJA_RUN_R0, nullptr, pp->cursector, pp->actor->getPosWithOffsetZ(), pp->Angles.ZzANGLE()); + NINJA_RUN_R0, nullptr, pp->cursector, pp->actor->getPosWithOffsetZ(), pp->actor->spr.Angles.Yaw); DSWActor* actor = pp->PlayerUnderActor; diff --git a/source/games/sw/src/osdcmds.cpp b/source/games/sw/src/osdcmds.cpp index c183a839c..e5ab2b8f5 100644 --- a/source/games/sw/src/osdcmds.cpp +++ b/source/games/sw/src/osdcmds.cpp @@ -62,12 +62,13 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang) if (!ppActor) return; ppActor->spr.pos = DVector3(x,y,z); - ppActor->backuppos(); if (ang != DAngle::fromDeg(INT_MIN)) { - Player->Angles.ZzOLDANGLE() = Player->Angles.ZzANGLE() = ang; + Player->actor->spr.Angles.Yaw = ang; } + + ppActor->backuploc(); } //--------------------------------------------------------------------------- diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 1b6e8cede..aa0dec508 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1311,9 +1311,9 @@ void DoPlayerTeleportPause(PLAYER* pp) void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang) { - pp->Angles.ZzANGLE() = pp->Angles.ZzOLDANGLE() = ang; + pp->actor->spr.Angles.Yaw = ang; pp->actor->spr.pos = pos; - pp->actor->backuppos(); + pp->actor->backuploc(); updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector); pp->Flags2 |= (PF2_TELEPORTED); @@ -1637,7 +1637,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel) pp->actor->spr.Angles.Yaw = new_ang; } - OperateSectorObject(pp->sop, pp->Angles.ZzANGLE(), pp->sop->pmid); + OperateSectorObject(pp->sop, pp->actor->spr.Angles.Yaw, pp->sop->pmid); } //--------------------------------------------------------------------------- @@ -1670,7 +1670,7 @@ void SlipSlope(PLAYER* pp) void DoPlayerSlopeTilting(PLAYER* pp) { bool const canslopetilt = !(pp->Flags & (PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING)) && pp->cursector && (pp->cursector->floorstat & CSTAT_SECTOR_SLOPE); - pp->Angles.doViewPitch(pp->actor->spr.pos.XY(), pp->Angles.ZzANGLE(), pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursector, (pp->Flags & PF_CLIMBING)); + pp->Angles.doViewPitch(pp->actor->spr.pos.XY(), pp->actor->spr.Angles.Yaw, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursector, (pp->Flags & PF_CLIMBING)); } //--------------------------------------------------------------------------- @@ -2357,7 +2357,7 @@ void DoTankTreads(PLAYER* pp) return; int vel = int(pp->vect.Length() * 1024); - double dot = pp->vect.dot(pp->Angles.ZzANGLE().ToVector()); + double dot = pp->vect.dot(pp->actor->spr.Angles.Yaw.ToVector()); if (dot < 0) reverse = true; @@ -2555,7 +2555,7 @@ void DriveCrush(PLAYER* pp, DVector2* quad) continue; damage = -(actor->user.Health + 100); - PlayerDamageSlide(actor->user.PlayerP, damage, pp->Angles.ZzANGLE()); + PlayerDamageSlide(actor->user.PlayerP, damage, pp->actor->spr.Angles.Yaw); PlayerUpdateHealth(actor->user.PlayerP, damage); PlayerCheckDeath(actor->user.PlayerP, pp->actor); } @@ -2675,7 +2675,7 @@ void DoPlayerMoveVehicle(PLAYER* pp) } auto save_sect = pp->cursector; - OperateSectorObject(pp->sop, pp->Angles.ZzANGLE(), { MAXSO, MAXSO }); + OperateSectorObject(pp->sop, pp->actor->spr.Angles.Yaw, { MAXSO, MAXSO }); pp->setcursector(pp->sop->op_main_sector); // for speed double floordist = abs(zz - pp->sop->floor_loz); @@ -2703,7 +2703,7 @@ void DoPlayerMoveVehicle(PLAYER* pp) DVector3 hitpos((pos[0] + pos[1]) * 0.5, pp->cursector->floorz - 10); hitscan(hitpos, pp->cursector, - DVector3(pp->Angles.ZzANGLE().ToVector() * 16, 0), + DVector3(pp->actor->spr.Angles.Yaw.ToVector() * 16, 0), hit, CLIPMASK_PLAYER); if ((hit.hitpos.XY() - hitpos.XY()).LengthSquared() < 50 * 50) @@ -2776,7 +2776,7 @@ void DoPlayerMoveVehicle(PLAYER* pp) } } - OperateSectorObject(pp->sop, pp->Angles.ZzANGLE(), pp->actor->spr.pos.XY()); + OperateSectorObject(pp->sop, pp->actor->spr.Angles.Yaw, pp->actor->spr.pos.XY()); pp->cursector = save_sect; // for speed if (!SyncInput()) @@ -3273,7 +3273,7 @@ void DoPlayerClimb(PLAYER* pp) pp->vect.X = pp->vect.Y = 0; double climbVel = pp->vect.Length(); - double dot = pp->vect.dot(pp->Angles.ZzANGLE().ToVector()); + double dot = pp->vect.dot(pp->actor->spr.Angles.Yaw.ToVector()); if (dot < 0) climbVel = -climbVel; @@ -3416,7 +3416,7 @@ void DoPlayerClimb(PLAYER* pp) HitInfo near; // constantly look for new ladder sector because of warping at any time - neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->Angles.ZzANGLE(), near, 50., NT_Lotag | NT_Hitag | NT_NoSpriteCheck); + neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->actor->spr.Angles.Yaw, near, 50., NT_Lotag | NT_Hitag | NT_NoSpriteCheck); if (near.hitWall) { @@ -3456,7 +3456,7 @@ int DoPlayerWadeSuperJump(PLAYER* pp) //for (i = 0; i < SIZ(angs); i++) { - FAFhitscan(DVector3(pp->actor->spr.pos.XY(), zh), pp->cursector, DVector3(pp->Angles.ZzANGLE().ToVector() * 1024, 0), hit, CLIPMASK_MISSILE); + FAFhitscan(DVector3(pp->actor->spr.pos.XY(), zh), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK_MISSILE); if (hit.hitWall != nullptr && hit.hitSector != nullptr) { @@ -3769,9 +3769,9 @@ bool PlayerOnLadder(PLAYER* pp) if (Prediction) return false; - neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->Angles.ZzANGLE(), near, 64. + 48., NT_Lotag | NT_Hitag); + neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->actor->spr.Angles.Yaw, near, 64. + 48., NT_Lotag | NT_Hitag); - double dir = pp->vect.dot(pp->Angles.ZzANGLE().ToVector()); + double dir = pp->vect.dot(pp->actor->spr.Angles.Yaw.ToVector()); if (dir < 0) return false; @@ -3781,12 +3781,12 @@ bool PlayerOnLadder(PLAYER* pp) for (i = 0; i < SIZ(angles); i++) { - neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->Angles.ZzANGLE() + angles[i], near, 37.5, NT_Lotag | NT_Hitag | NT_NoSpriteCheck); + neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->actor->spr.Angles.Yaw + angles[i], near, 37.5, NT_Lotag | NT_Hitag | NT_NoSpriteCheck); if (near.hitWall == nullptr || near.hitpos.X < 6.25 || near.hitWall->lotag != TAG_WALL_CLIMB) return false; - FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3((pp->Angles.ZzANGLE() + angles[i]).ToVector() * 1024, 0), hit, CLIPMASK_MISSILE); + FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3((pp->actor->spr.Angles.Yaw + angles[i]).ToVector() * 1024, 0), hit, CLIPMASK_MISSILE); if (hit.actor() != nullptr) { @@ -5132,7 +5132,7 @@ void DoPlayerBeginOperate(PLAYER* pp) pp->sop = pp->sop_control = sop; sop->controller = pp->actor; - pp->Angles.ZzOLDANGLE() = pp->Angles.ZzANGLE() = sop->ang; + pp->actor->PrevAngles.Yaw = pp->actor->spr.Angles.Yaw = sop->ang; pp->actor->spr.pos.XY() = sop->pmid.XY(); updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector); calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz); @@ -5222,7 +5222,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop) auto save_sect = pp->cursector; - pp->Angles.ZzOLDANGLE() = pp->Angles.ZzANGLE() = sop->ang; + pp->actor->PrevAngles.Yaw = pp->actor->spr.Angles.Yaw = sop->ang; pp->actor->spr.pos.XY() = sop->pmid.XY(); updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector); calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz); @@ -5883,7 +5883,7 @@ void DoPlayerBeginDie(PLAYER* pp) static inline void DoPlayerDeathHoriz(PLAYER* pp, const DAngle target, const double speed) { - auto targetdelta = deltaangle(pp->Angles.ZzHORIZON(), target); + auto targetdelta = deltaangle(pp->actor->spr.Angles.Pitch, target); if (abs(targetdelta.Degrees()) > 1) { @@ -5975,7 +5975,7 @@ void DoPlayerDeathFollowKiller(PLAYER* pp) { if (FAFcansee(ActorVectOfTop(killer), killer->sector(), pp->actor->getPosWithOffsetZ(), pp->cursector)) { - pp->Angles.addYaw(deltaangle(pp->Angles.ZzANGLE(), (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.)); + pp->Angles.addYaw(deltaangle(pp->actor->spr.Angles.Yaw, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.)); } } } @@ -6029,7 +6029,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp) pp->input.actions |= SB_CENTERVIEW; plActor->spr.scale = DVector2(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT); - pp->Angles.ZzHORIZON() = nullAngle; + pp->actor->spr.Angles.Pitch = nullAngle; plActor->user.ID = NINJA_RUN_R0; PlayerDeathReset(pp); @@ -7559,7 +7559,7 @@ DEFINE_ACTION_FUNCTION(_SWPlayer, MaxUserHealth) DEFINE_ACTION_FUNCTION(_SWPlayer, GetBuildAngle) { PARAM_SELF_STRUCT_PROLOGUE(PLAYER); - ACTION_RETURN_INT(self->Angles.ZzANGLE().Buildang()); + ACTION_RETURN_INT(self->actor->spr.Angles.Yaw.Buildang()); } DEFINE_ACTION_FUNCTION(_SW, WeaponMaxAmmo) diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index 108222518..830c53a02 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -2140,7 +2140,7 @@ bool NearThings(PLAYER* pp) return false; } - neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->Angles.ZzANGLE(), near, 64., NT_Lotag | NT_Hitag); + neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->actor->spr.Angles.Yaw, near, 64., NT_Lotag | NT_Hitag); // hit a sprite? Check to see if it has sound info in it! @@ -2173,7 +2173,7 @@ bool NearThings(PLAYER* pp) { HitInfo hit{}; - FAFhitscan(pp->actor->getPosWithOffsetZ().plusZ(-30), pp->cursector, DVector3(pp->Angles.ZzANGLE().ToVector() * 1024, 0), hit, CLIPMASK_MISSILE); + FAFhitscan(pp->actor->getPosWithOffsetZ().plusZ(-30), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK_MISSILE); if (hit.hitSector == nullptr) return false; @@ -2221,7 +2221,7 @@ void NearTagList(NEAR_TAG_INFO* ntip, PLAYER* pp, double z, double dist, int typ HitInfo near; - neartag(DVector3(pp->actor->spr.pos.XY(), z), pp->cursector, pp->Angles.ZzANGLE(), near, dist, type); + neartag(DVector3(pp->actor->spr.pos.XY(), z), pp->cursector, pp->actor->spr.Angles.Yaw, near, dist, type); if (near.hitSector != nullptr) { diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index cbbddc3c0..b3fc28da2 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -1480,7 +1480,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move) { pp->Flags |= (PF_PLAYER_RIDING); - pp->RevolveAng = pp->Angles.ZzANGLE(); + pp->RevolveAng = pp->actor->spr.Angles.Yaw; pp->Revolve.XY() = pp->actor->spr.pos.XY(); // set the delta angle to 0 when moving @@ -1502,7 +1502,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move) // save the current information so when Player stops // moving then you // know where he was last - pp->RevolveAng = pp->Angles.ZzANGLE(); + pp->RevolveAng = pp->actor->spr.Angles.Yaw; pp->Revolve.XY() = pp->actor->spr.pos.XY(); // set the delta angle to 0 when moving @@ -1516,7 +1516,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move) pp->Revolve += move; // Last known angle is now adjusted by the delta angle - pp->RevolveAng = deltaangle(pp->RevolveDeltaAng, pp->Angles.ZzANGLE()); + pp->RevolveAng = deltaangle(pp->RevolveDeltaAng, pp->actor->spr.Angles.Yaw); } // increment Players delta angle @@ -1529,7 +1529,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move) // New angle is formed by taking last known angle and // adjusting by the delta angle - pp->Angles.addYaw(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->Angles.ZzANGLE())); + pp->Angles.addYaw(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->actor->spr.Angles.Yaw)); UpdatePlayerSprite(pp); } diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 57ce076aa..226712b17 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -11534,7 +11534,7 @@ int DoRing(DSWActor* actor) // put it out there actor->spr.pos += actor->spr.Angles.Yaw.ToVector() * actor->user.Dist; - if (pp) actor->spr.pos.Z -= actor->user.Dist * pp->Angles.ZzHORIZON().Tan() * 2.; // horizon math sucks... + if (pp) actor->spr.pos.Z -= actor->user.Dist * pp->actor->spr.Angles.Pitch.Tan() * 2.; // horizon math sucks... SetActor(actor, actor->spr.pos); @@ -11584,7 +11584,7 @@ void InitSpellRing(PLAYER* pp) DAngle ang_diff = DAngle360 / max_missiles; - DAngle ang_start = pp->Angles.ZzANGLE() - DAngle180; + DAngle ang_start = pp->actor->spr.Angles.Yaw - DAngle180; if (!SW_SHAREWARE) PlaySound(DIGI_RFWIZ, pp, v3df_none); @@ -11612,7 +11612,7 @@ void InitSpellRing(PLAYER* pp) // put it out there actorNew->spr.pos += actorNew->spr.Angles.Yaw.ToVector() * actorNew->user.Dist; - actorNew->spr.pos.Z += pp->actor->getOffsetZ() + 20 - (actorNew->user.Dist * pp->Angles.ZzHORIZON().Tan() * 2.); // horizon math sucks... + actorNew->spr.pos.Z += pp->actor->getOffsetZ() + 20 - (actorNew->user.Dist * pp->actor->spr.Angles.Pitch.Tan() * 2.); // horizon math sucks... actorNew->spr.Angles.Yaw += DAngle90; @@ -11971,7 +11971,7 @@ void InitSpellNapalm(PLAYER* pp) for (i = 0; i < SIZ(mp); i++) { auto actor = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, pp->cursector, - pp->actor->getPosWithOffsetZ().plusZ(12), pp->Angles.ZzANGLE(), NAPALM_VELOCITY*2); + pp->actor->getPosWithOffsetZ().plusZ(12), pp->actor->spr.Angles.Yaw, NAPALM_VELOCITY*2); actor->spr.hitag = LUMINOUS; //Always full brightness @@ -11984,7 +11984,7 @@ void InitSpellNapalm(PLAYER* pp) actor->spr.shade = -40; actor->spr.scale = DVector2(0.5, 0.5); actor->clipdist = 0; - setFreeAimVelocity(actor->vel.X, actor->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF); + setFreeAimVelocity(actor->vel.X, actor->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actor->user.Flags2 |= (SPR2_BLUR_TAPER_FAST); @@ -12106,7 +12106,7 @@ int InitSpellMirv(PLAYER* pp) if (!pp->insector()) return 0; - auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(12), pp->Angles.ZzANGLE(), MIRV_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(12), pp->actor->spr.Angles.Yaw, MIRV_VELOCITY); PlaySound(DIGI_MIRVWIZ, actorNew, v3df_follow); @@ -12114,7 +12114,7 @@ int InitSpellMirv(PLAYER* pp) actorNew->spr.shade = -40; actorNew->spr.scale = DVector2(1.125, 1.125); actorNew->clipdist = 2; - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -12248,9 +12248,9 @@ int InitSwordAttack(PLAYER* pp) HitInfo hit{}; double dax = 1024., daz = 0; - DAngle daang = pp->Angles.ZzANGLE(); - setFreeAimVelocity(dax, daz, pp->Angles.ZzHORIZON(), 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.)); - FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->Angles.ZzANGLE().ToVector() * dax, daz), hit, CLIPMASK_MISSILE); + DAngle daang = pp->actor->spr.Angles.Yaw; + setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.)); + FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * dax, daz), hit, CLIPMASK_MISSILE); if (hit.hitSector == nullptr) return 0; @@ -12326,7 +12326,7 @@ int InitSwordAttack(PLAYER* pp) if (hit.hitWall->lotag == TAG_WALL_BREAK) { - HitBreakWall(hit.hitWall, hit.hitpos, pp->Angles.ZzANGLE(), plActor->user.ID); + HitBreakWall(hit.hitWall, hit.hitpos, pp->actor->spr.Angles.Yaw, plActor->user.ID); } // hit non breakable wall - do sound and puff else @@ -12426,9 +12426,9 @@ int InitFistAttack(PLAYER* pp) { HitInfo hit{}; double dax = 1024., daz = 0; - auto daang = pp->Angles.ZzANGLE(); - setFreeAimVelocity(dax, daz, pp->Angles.ZzHORIZON(), 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.)); - FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->Angles.ZzANGLE().ToVector() * dax, daz), hit, CLIPMASK_MISSILE); + auto daang = pp->actor->spr.Angles.Yaw; + setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.)); + FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * dax, daz), hit, CLIPMASK_MISSILE); if (hit.hitSector == nullptr) return 0; @@ -12517,7 +12517,7 @@ int InitFistAttack(PLAYER* pp) if (hit.hitWall->lotag == TAG_WALL_BREAK) { - HitBreakWall(hit.hitWall, hit.hitpos, pp->Angles.ZzANGLE(), plActor->user.ID); + HitBreakWall(hit.hitWall, hit.hitpos, pp->actor->spr.Angles.Yaw, plActor->user.ID); } // hit non breakable wall - do sound and puff else @@ -12980,7 +12980,7 @@ int InitStar(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, pos, pp->Angles.ZzANGLE(), STAR_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, pos, pp->actor->spr.Angles.Yaw, STAR_VELOCITY); SetOwner(pp->actor, actorNew); actorNew->spr.scale = DVector2(STAR_REPEAT, STAR_REPEAT); @@ -12988,7 +12988,7 @@ int InitStar(PLAYER* pp) actorNew->clipdist = 2; // zvel was overflowing with this calculation - had to move to a local long var double zvel = 0; - setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.ZzHORIZON(), (HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5); + setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5); actorNew->user.ceiling_dist = (1); actorNew->user.floor_dist = (1); @@ -13080,7 +13080,7 @@ void InitHeartAttack(PLAYER* pp) return; auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, BLOOD_WORM, s_BloodWorm, pp->cursector, - pp->actor->getPosWithOffsetZ().plusZ(12), pp->Angles.ZzANGLE(), BLOOD_WORM_VELOCITY*2); + pp->actor->getPosWithOffsetZ().plusZ(12), pp->actor->spr.Angles.Yaw, BLOOD_WORM_VELOCITY*2); actorNew->spr.hitag = LUMINOUS; //Always full brightness @@ -13088,7 +13088,7 @@ void InitHeartAttack(PLAYER* pp) actorNew->spr.shade = -10; actorNew->spr.scale = DVector2(0.8125, 0.8125); actorNew->clipdist = 0; - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER); actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); @@ -13230,8 +13230,8 @@ int InitShotgun(PLAYER* pp) DAngle daang = DAngle22_5 * 0.5; if (WeaponAutoAimHitscan(pp->actor, &daz, &daang, false) == nullptr) { - setFreeAimVelocity(dax, daz, pp->Angles.ZzHORIZON(), 1000.); - daang = pp->Angles.ZzANGLE(); + setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000.); + daang = pp->actor->spr.Angles.Yaw; } double ndaz; @@ -13383,7 +13383,7 @@ int InitLaser(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector, pos, pp->Angles.ZzANGLE(), 18.75); + auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector, pos, pp->actor->spr.Angles.Yaw, 18.75); actorNew->spr.hitag = LUMINOUS; //Always full brightness SetOwner(pp->actor, actorNew); @@ -13392,7 +13392,7 @@ int InitLaser(PLAYER* pp) actorNew->clipdist = 4; // the slower the missile travels the less of a zvel it needs - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), 16.); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, 16.); actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 200; @@ -13481,13 +13481,13 @@ int InitRail(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector, pos, pp->Angles.ZzANGLE(), 75); + auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector, pos, pp->actor->spr.Angles.Yaw, 75); SetOwner(pp->actor, actorNew); actorNew->spr.scale = DVector2(0.8125, 0.8125); actorNew->spr.shade = -15; - setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.ZzHORIZON(), (HORIZ_MULT + 17) * 0.5); + setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 17) * 0.5); actorNew->user.RotNum = 5; NewStateGroup(actorNew, &sg_Rail[0]); @@ -13646,12 +13646,12 @@ int InitRocket(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->Angles.ZzANGLE(), ROCKET_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->actor->spr.Angles.Yaw, ROCKET_VELOCITY); SetOwner(pp->actor, actorNew); actorNew->spr.scale = DVector2(1.40626, 1.40625); actorNew->spr.shade = -15; - setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.ZzHORIZON(), (HORIZ_MULT + 35) * 0.5); + setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 35) * 0.5); actorNew->clipdist = 4; @@ -13753,12 +13753,12 @@ int InitBunnyRocket(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursector, pos, pp->Angles.ZzANGLE(), ROCKET_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursector, pos, pp->actor->spr.Angles.Yaw, ROCKET_VELOCITY); SetOwner(pp->actor, actorNew); actorNew->spr.scale = DVector2(1, 1); actorNew->spr.shade = -15; - setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.ZzHORIZON(), (HORIZ_MULT + 35) * 0.5); + setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 35) * 0.5); actorNew->clipdist = 4; @@ -13855,12 +13855,12 @@ int InitNuke(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->Angles.ZzANGLE(), 700/16.); + auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->actor->spr.Angles.Yaw, 700/16.); SetOwner(pp->actor, actorNew); actorNew->spr.scale = DVector2(2, 2); actorNew->spr.shade = -15; - setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.ZzHORIZON(), (HORIZ_MULT + 36) * 0.5); + setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 36) * 0.5); actorNew->clipdist = 4; // Set to red palette @@ -13912,7 +13912,7 @@ int InitNuke(PLAYER* pp) UpdateChangeXY(actorNew); actorNew->user.change.Z = zvel; - PlayerDamageSlide(pp, -40, pp->Angles.ZzANGLE() + DAngle180); // Recoil slide + PlayerDamageSlide(pp, -40, pp->actor->spr.Angles.Yaw + DAngle180); // Recoil slide return 0; } @@ -14016,7 +14016,7 @@ int InitMicro(PLAYER* pp) return 0; double vel = 75., zvel = 0; - setFreeAimVelocity(vel, zvel, pp->Angles.ZzHORIZON(), HORIZ_MULTF); + setFreeAimVelocity(vel, zvel, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); for (i = 0; i < MAX_MICRO; i++) { @@ -14031,7 +14031,7 @@ int InitMicro(PLAYER* pp) else { picked = nullptr; - angle = pp->Angles.ZzANGLE(); + angle = pp->actor->spr.Angles.Yaw; } auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 4 + RandomRange(20)); @@ -15221,12 +15221,12 @@ int InitTracerUzi(PLAYER* pp) static const short lat_dist[] = {800,-800}; - double nz = 8 + (pp->Angles.ZzHORIZON().Tan() * 36.); + double nz = 8 + (pp->actor->spr.Angles.Pitch.Tan() * 36.); // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(nz), pp->Angles.ZzANGLE(), TRACER_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(nz), pp->actor->spr.Angles.Yaw, TRACER_VELOCITY); actorNew->spr.hitag = LUMINOUS; //Always full brightness SetOwner(pp->actor, actorNew); @@ -15260,7 +15260,7 @@ int InitTracerUzi(PLAYER* pp) return 0; } - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), actorNew->vel.X); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X); plActor->clipdist = oclipdist; @@ -15524,8 +15524,8 @@ int InitUzi(PLAYER* pp) } else { - daang = pp->Angles.ZzANGLE() + mapangle(RandomRange(24) - 12); - setFreeAimVelocity(dax, daz, pp->Angles.ZzHORIZON(), 1000. - (RandomRangeF(24000/256.) - 12000/256.)); + daang = pp->actor->spr.Angles.Yaw + mapangle(RandomRange(24) - 12); + setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000. - (RandomRangeF(24000/256.) - 12000/256.)); } DVector3 vect(daang.ToVector() * dax, daz); @@ -15697,7 +15697,7 @@ int InitTankShell(DSWActor* actor, PLAYER* pp) actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), actorNew->vel.X); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X); WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false); // a bit of randomness @@ -15765,7 +15765,7 @@ int InitTurretMicro(DSWActor* actor, PLAYER* pp) SetOwner(plActor, actorNew); actorNew->spr.scale = DVector2(0.375, 0.375); actorNew->spr.shade = -15; - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF - RandomRangeF(8) + 5); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF - RandomRangeF(8) + 5); actorNew->clipdist = 4; @@ -15834,7 +15834,7 @@ int InitTurretRocket(DSWActor* actor, PLAYER* pp) actorNew->user.Flags2 |= (SPR2_SO_MISSILE); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), actorNew->vel.X); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X); WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false); // a bit of randomness @@ -15873,7 +15873,7 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp) actorNew->user.Flags2 |= (SPR2_SO_MISSILE); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), actorNew->vel.X); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X); WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false); // a bit of randomness @@ -15910,7 +15910,7 @@ int InitTurretRail(DSWActor* actor, PLAYER* pp) SetOwner(pp->actor, actorNew); actorNew->spr.scale = DVector2(0.8125, 0.8125); actorNew->spr.shade = -15; - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); actorNew->user.RotNum = 5; NewStateGroup(actorNew, &sg_Rail[0]); @@ -15957,7 +15957,7 @@ int InitTurretLaser(DSWActor* actor, PLAYER* pp) actorNew->spr.shade = -15; // the slower the missile travels the less of a zvel it needs - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), 16.); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, 16.); actorNew->user.Radius = 200; actorNew->user.ceiling_dist = (1); @@ -15996,7 +15996,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYER* pp) double daz = npos.Z; if (RANDOM_P2(1024) < 200) - InitTracerTurret(actor, pp->actor, pp->Angles.ZzHORIZON()); + InitTracerTurret(actor, pp->actor, pp->actor->spr.Angles.Pitch); DAngle daang = DAngle22_5 / 2; if (WeaponAutoAimHitscan(actor, &daz, &daang, false) != nullptr) @@ -16005,7 +16005,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYER* pp) } else { - setFreeAimVelocity(dax, daz, DAngle::fromDeg(min(pp->Angles.ZzHORIZON().Degrees(), 11.0515)), 1000 - RandomRangeF(80) + 40); + setFreeAimVelocity(dax, daz, DAngle::fromDeg(min(pp->actor->spr.Angles.Pitch.Degrees(), 11.0515)), 1000 - RandomRangeF(80) + 40); daang = actor->spr.Angles.Yaw; } @@ -16667,7 +16667,7 @@ int InitGrenade(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], pp->cursector, pos, pp->Angles.ZzANGLE(), GRENADE_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], pp->cursector, pos, pp->actor->spr.Angles.Yaw, GRENADE_VELOCITY); // don't throw it as far if crawling if (pp->Flags & (PF_CRAWLING)) @@ -16695,7 +16695,7 @@ int InitGrenade(PLAYER* pp) if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); auto oclipdist = actor->clipdist; actor->clipdist = 0; @@ -16805,13 +16805,13 @@ int InitMine(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, pp->cursector, pos, pp->Angles.ZzANGLE(), MINE_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, pp->cursector, pos, pp->actor->spr.Angles.Yaw, MINE_VELOCITY); SetOwner(pp->actor, actorNew); actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->spr.shade = -15; actorNew->clipdist = 8; - setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF); + setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 200; actorNew->user.ceiling_dist = (5); @@ -16828,7 +16828,7 @@ int InitMine(PLAYER* pp) UpdateChange(actorNew, 0.5); - double dot = pp->vect.dot(pp->Angles.ZzANGLE().ToVector()); + double dot = pp->vect.dot(pp->actor->spr.Angles.Yaw.ToVector()); // don't adjust for strafing // not really sure what to do here as the original formula was very likely to overflow, creating a Q0.32 value. @@ -16933,7 +16933,7 @@ int InitFireball(PLAYER* pp) auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 15); - auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, pos, pp->Angles.ZzANGLE(), FIREBALL_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, pos, pp->actor->spr.Angles.Yaw, FIREBALL_VELOCITY); actorNew->spr.hitag = LUMINOUS; //Always full brightness actorNew->spr.scale = DVector2(0.625, 0.625); @@ -16946,7 +16946,7 @@ int InitFireball(PLAYER* pp) actorNew->user.ceiling_dist = (6); actorNew->user.floor_dist = (6); double zvel = 0.; - setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.ZzHORIZON(), 120.); + setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, 120.); // at certain angles the clipping box was big enough to block the // initial positioning of the fireball. diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index c07397bb5..81267fe7b 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -787,7 +787,7 @@ void SpawnZombie(PLAYER* pp, DSWActor* weaponActor) if (ownerActor == nullptr) return; - auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->actor->getPosWithOffsetZ(), pp->Angles.ZzANGLE(), 0); + auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->actor->getPosWithOffsetZ(), pp->actor->spr.Angles.Yaw, 0); SetOwner(actorNew, ownerActor); actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal; actorNew->spr.Angles.Yaw = RandomAngle();