diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index f09c61202..9e1b1d2ec 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -618,9 +618,9 @@ int DoActorBeginSlide(DSWActor* actor, int ang, int vel, int dec) { actor->user.Flags |= (SPR_SLIDING); - actor->user.slide_ang = ang; - actor->user.slide_vel = vel; - actor->user.slide_dec = dec; + actor->user._slide_ang = ang; + actor->user._slide_vel = vel; + actor->user._slide_dec = dec; //DoActorSlide(actor); @@ -634,8 +634,8 @@ int DoActorSlide(DSWActor* actor) { int nx, ny; - nx = MulScale(actor->user.slide_vel, bcos(actor->user.slide_ang), 14); - ny = MulScale(actor->user.slide_vel, bsin(actor->user.slide_ang), 14); + nx = MulScale(actor->user._slide_vel, bcos(actor->user._slide_ang), 14); + ny = MulScale(actor->user._slide_vel, bsin(actor->user._slide_ang), 14); if (!move_actor(actor, DVector3(nx * inttoworld, ny * inttoworld, 0))) { @@ -643,9 +643,9 @@ int DoActorSlide(DSWActor* actor) return false; } - actor->user.slide_vel -= actor->user.slide_dec * ACTORMOVETICS; + actor->user._slide_vel -= actor->user._slide_dec * ACTORMOVETICS; - if (actor->user.slide_vel < 20) + if (actor->user._slide_vel < 20) { actor->user.Flags &= ~(SPR_SLIDING); } diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 66b443774..bc434f948 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1040,9 +1040,9 @@ struct USER int track_vel; // sliding variables - slide backwards etc - int16_t slide_ang; - int slide_vel; - int16_t slide_dec; + int16_t _slide_ang; + int _slide_vel; + int16_t _slide_dec; int16_t motion_blur_dist; int16_t motion_blur_num; diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 176c94128..7af4aec02 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -5451,7 +5451,7 @@ void DoPlayerBeginDie(PLAYER* pp) pp->Flags |= (PF_DEAD_HEAD | PF_JUMPING); pp->jump_speed = -300; - plActor->user.slide_vel = 0; + plActor->user._slide_vel = 0; SpawnShrap(pp->actor, nullptr); plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); NewStateGroup(pp->actor, sg_PlayerHeadFly); @@ -5484,7 +5484,7 @@ void DoPlayerBeginDie(PLAYER* pp) pp->Flags |= (PF_DEAD_HEAD | PF_JUMPING); pp->jump_speed = 200; - plActor->user.slide_vel = 800; + plActor->user._slide_vel = 800; SpawnShrap(pp->actor, nullptr); plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); NewStateGroup(pp->actor, sg_PlayerHeadFly); @@ -5703,10 +5703,10 @@ void DoPlayerDeathCheckKick(PLAYER* pp) { pp->KillerActor = itActor; - plActor->user.slide_ang = getangle(plActor->int_pos().X - itActor->int_pos().X, plActor->int_pos().Y - itActor->int_pos().Y); - plActor->user.slide_ang = NORM_ANGLE(plActor->user.slide_ang + (RANDOM_P2(128<<5)>>5) - 64); + plActor->user._slide_ang = getangle(plActor->int_pos().X - itActor->int_pos().X, plActor->int_pos().Y - itActor->int_pos().Y); + plActor->user._slide_ang = NORM_ANGLE(plActor->user._slide_ang + (RANDOM_P2(128<<5)>>5) - 64); - plActor->user.slide_vel = itActor->int_xvel() << 1; + plActor->user._slide_vel = itActor->int_xvel() << 1; plActor->user.Flags &= ~(SPR_BOUNCE); pp->jump_speed = -500; NewStateGroup(pp->actor, sg_PlayerHeadFly); @@ -5721,8 +5721,8 @@ void DoPlayerDeathCheckKick(PLAYER* pp) // sector stomper kick if (abs(pp->loz - pp->hiz) < ActorSizeZ(plActor) - 8) { - plActor->user.slide_ang = RANDOM_P2(2048); - plActor->user.slide_vel = 1000; + plActor->user._slide_ang = RANDOM_P2(2048); + plActor->user._slide_vel = 1000; plActor->user.Flags &= ~(SPR_BOUNCE); pp->jump_speed = -100; NewStateGroup(pp->actor, sg_PlayerHeadFly); @@ -5737,8 +5737,8 @@ void DoPlayerDeathMoveHead(PLAYER* pp) DSWActor* plActor = pp->actor; int dax,day; - dax = MOVEx(plActor->user.slide_vel, plActor->user.slide_ang); - day = MOVEy(plActor->user.slide_vel, plActor->user.slide_ang); + dax = MOVEx(plActor->user._slide_vel, plActor->user._slide_ang); + day = MOVEy(plActor->user._slide_vel, plActor->user._slide_ang); plActor->user.coll = move_sprite(pp->actor, dax, day, 0, Z(16), Z(16), 1, synctics); { @@ -5755,8 +5755,8 @@ void DoPlayerDeathMoveHead(PLAYER* pp) wall_ang = NORM_ANGLE(hitActor->int_ang()); - dang = getincangle(wall_ang, plActor->user.slide_ang); - plActor->user.slide_ang = NORM_ANGLE(wall_ang + 1024 - dang); + dang = getincangle(wall_ang, plActor->user._slide_ang); + plActor->user._slide_ang = NORM_ANGLE(wall_ang + 1024 - dang); SpawnShrap(pp->actor, nullptr); break; @@ -5765,8 +5765,8 @@ void DoPlayerDeathMoveHead(PLAYER* pp) { int wall_ang = NORM_ANGLE(getangle(plActor->user.coll.hitWall->delta())-512); - int dang = getincangle(wall_ang, plActor->user.slide_ang); - plActor->user.slide_ang = NORM_ANGLE(wall_ang + 1024 - dang); + int dang = getincangle(wall_ang, plActor->user._slide_ang); + plActor->user._slide_ang = NORM_ANGLE(wall_ang + 1024 - dang); SpawnShrap(pp->actor, nullptr); break; @@ -5879,7 +5879,7 @@ void DoPlayerDeathBounce(PLAYER* pp) { plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); NewStateGroup(pp->actor, sg_PlayerHead); - plActor->user.slide_vel = 0; + plActor->user._slide_vel = 0; plActor->user.Flags |= (SPR_BOUNCE); @@ -5888,8 +5888,8 @@ void DoPlayerDeathBounce(PLAYER* pp) plActor->user.Flags |= (SPR_BOUNCE); pp->jump_speed = -300; - plActor->user.slide_vel >>= 2; - plActor->user.slide_ang = NORM_ANGLE((RANDOM_P2(64<<8)>>8) - 32); + plActor->user._slide_vel >>= 2; + plActor->user._slide_ang = NORM_ANGLE((RANDOM_P2(64<<8)>>8) - 32); pp->Flags |= (PF_JUMPING); SpawnShrap(pp->actor, nullptr); } diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index 1f20809c7..41447bbcc 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -815,9 +815,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def ("point", w.point, def->point) ("track_dir", w.track_dir, def->track_dir) ("track_vel", w.track_vel, def->track_vel) - ("slide_ang", w.slide_ang, def->slide_ang) - ("slide_vel", w.slide_vel, def->slide_vel) - ("slide_dec", w.slide_dec, def->slide_dec) + ("slide_ang", w._slide_ang, def->_slide_ang) + ("slide_vel", w._slide_vel, def->_slide_vel) + ("slide_dec", w._slide_dec, def->_slide_dec) ("motion_blur_dist", w.motion_blur_dist, def->motion_blur_dist) ("motion_blur_num", w.motion_blur_num, def->motion_blur_num) ("wait_active_check", w.wait_active_check, def->wait_active_check) diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index e824cb1f3..0b9738ad6 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -5366,9 +5366,9 @@ int PlayerCheckDeath(PLAYER* pp, DSWActor* weapActor) DoPlayerBeginDie(pp); // for death direction - actor->user.slide_ang = getangle(actor->int_pos().X - weapActor->int_pos().X, actor->int_pos().Y - weapActor->int_pos().Y); + actor->user._slide_ang = getangle(actor->int_pos().X - weapActor->int_pos().X, actor->int_pos().Y - weapActor->int_pos().Y); // for death velocity - actor->user.slide_vel = actor->user.LastDamage * 5; + actor->user._slide_vel = actor->user.LastDamage * 5; return true; } @@ -11114,7 +11114,7 @@ int DoSerpRing(DSWActor* actor) } // rotate the ring - actor->user.slide_ang = NORM_ANGLE(actor->user.slide_ang + actor->spr.yint); + actor->user._slide_ang = NORM_ANGLE(actor->user._slide_ang + actor->spr.yint); // rotate the heads if (actor->user.Flags & (SPR_BOUNCE)) @@ -11123,7 +11123,7 @@ int DoSerpRing(DSWActor* actor) actor->set_int_ang(NORM_ANGLE(actor->int_ang() - (28 * RINGMOVETICS))); // put it out there - actor->add_int_pos({ MulScale(int(actor->user.Dist * worldtoint), bcos(actor->user.slide_ang), 14), MulScale(int(actor->user.Dist * worldtoint), bsin(actor->user.slide_ang), 14), 0 }); + actor->add_int_pos({ MulScale(int(actor->user.Dist * worldtoint), bcos(actor->user._slide_ang), 14), MulScale(int(actor->user.Dist * worldtoint), bsin(actor->user._slide_ang), 14), 0 }); SetActor(actor, actor->spr.pos); @@ -11337,7 +11337,7 @@ int InitSerpRing(DSWActor* actor) actorNew->user.pos.Z = 50; // ang around the serp is now slide_ang - actorNew->user.slide_ang = actorNew->int_ang(); + actorNew->user._slide_ang = actorNew->int_ang(); // randomize the head turning angle actorNew->set_int_ang(RANDOM_P2(2048<<5)>>5);