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- Exhumed: fourth batch of refactoring writes to spr.pos.
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parent
255e12872c
commit
2e0c62a2c7
3 changed files with 26 additions and 50 deletions
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@ -393,8 +393,7 @@ DExhumedActor* BuildWallSprite(sectortype* pSector)
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auto pActor = insertActor(pSector, 401);
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pActor->spr.pos.vec2 = wal->center();
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pActor->spr.pos.Z = (pSector->floorz + pSector->ceilingz) / 2;
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pActor->set_int_pos({ wal->center().X, wal->center().Y, (pSector->floorz + pSector->ceilingz) / 2 });
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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return pActor;
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@ -458,9 +457,7 @@ DExhumedActor* FindWallSprites(sectortype* pSector)
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{
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pAct = insertActor(pSector, 401);
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pAct->spr.pos.X = (var_24 + esi) / 2;
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pAct->spr.pos.Y = (ecx + edi) / 2;
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pAct->spr.pos.Z = pSector->floorz;
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pAct->set_int_pos({ (var_24 + esi) / 2, (ecx + edi) / 2, pSector->floorz });
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pAct->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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pAct->spr.intowner = -1;
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pAct->spr.lotag = 0;
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@ -645,7 +642,7 @@ void MoveSectorSprites(sectortype* pSector, int z)
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int actz = pActor->spr.pos.Z;
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if ((pActor->spr.statnum != 200 && actz >= minz && actz <= maxz) || pActor->spr.statnum >= 900)
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{
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pActor->spr.pos.Z = newz;
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pActor->set_int_z(newz);
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}
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}
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}
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@ -863,7 +860,7 @@ void AIElev::Tick(RunListEvent* ev)
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// maybe this doesn't go here?
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while (pElevSpr)
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{
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pElevSpr->spr.pos.Z += ebp;
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pElevSpr->add_int_z(ebp);
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pElevSpr = pElevSpr->pTarget;
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}
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}
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@ -1021,9 +1018,7 @@ int BuildSlide(int nChannel, walltype* pStartWall, walltype* pWall1, walltype* p
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SlideData[nSlide].pActor = pActor;
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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pActor->spr.pos.X = pStartWall->wall_int_pos().X;
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pActor->spr.pos.Y = pStartWall->wall_int_pos().Y;
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pActor->spr.pos.Z = pSector->floorz;
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pActor->set_int_pos({ pStartWall->wall_int_pos().X, pStartWall->wall_int_pos().Y, pSector->floorz });
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pActor->backuppos();
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SlideData[nSlide].nRunC = 0;
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@ -1358,8 +1353,7 @@ DExhumedActor* BuildSpark(DExhumedActor* pActor, int nVal)
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{
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auto pSpark = insertActor(pActor->sector(), 0);
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pSpark->spr.pos.X = pActor->spr.pos.X;
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pSpark->spr.pos.Y = pActor->spr.pos.Y;
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pSpark->set_int_xy(pActor->spr.pos.X, pActor->spr.pos.Y);
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pSpark->spr.cstat = 0;
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pSpark->spr.shade = -127;
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pSpark->spr.pal = 1;
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@ -1403,7 +1397,7 @@ DExhumedActor* BuildSpark(DExhumedActor* pActor, int nVal)
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pSpark->spr.picnum = kTile985 + nVal;
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}
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pSpark->spr.pos.Z = pActor->spr.pos.Z;
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pSpark->set_int_z(pActor->spr.pos.Z);
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pSpark->spr.lotag = runlist_HeadRun() + 1;
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pSpark->spr.clipdist = 1;
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pSpark->spr.hitag = 0;
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@ -1578,14 +1572,13 @@ DExhumedActor* BuildEnergyBlock(sectortype* pSector)
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auto pActor = insertActor(pSector, 406);
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pActor->spr.pos.X = xAvg;
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pActor->spr.pos.Y = yAvg;
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pActor->set_int_xy(xAvg, yAvg);
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pSector->extra = (int16_t)EnergyBlocks.Push(pActor);
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// GrabTimeSlot(3);
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pActor->spr.pos.Z = pSector->firstWall()->nextSector()->floorz;
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pActor->set_int_z(pSector->firstWall()->nextSector()->floorz);
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// CHECKME - name of this variable?
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int nRepeat = (pActor->spr.pos.Z - pSector->floorz) >> 8;
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@ -1665,7 +1658,7 @@ void ExplodeEnergyBlock(DExhumedActor* pActor)
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pSector->extra = -1;
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pSector->setfloorz(pActor->spr.pos.Z);
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pActor->spr.pos.Z = (pActor->spr.pos.Z + pSector->floorz) / 2;
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pActor->set_int_z((pActor->spr.pos.Z + pSector->floorz) / 2);
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BuildSpark(pActor, 3);
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@ -1747,9 +1740,7 @@ void AIEnergyBlock::Damage(RunListEvent* ev)
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auto pActor2 = insertActor(lasthitsect, 0);
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pActor2->spr.ang = ev->nParam;
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pActor2->spr.pos.X = lasthitx;
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pActor2->spr.pos.Y = lasthity;
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pActor2->spr.pos.Z = lasthitz;
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pActor2->set_int_pos({ lasthitx, lasthity, lasthitz });
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BuildSpark(pActor2, 0); // shoot out blue orb when damaged
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DeleteActor(pActor2);
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@ -1775,13 +1766,13 @@ void AIEnergyBlock::RadialDamage(RunListEvent* ev)
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int nFloorZ = pSector->floorz;
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pSector->setfloorz(pActor->spr.pos.Z);
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pActor->spr.pos.Z -= 256;
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pActor->add_int_z(-256);
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ev->nDamage = runlist_CheckRadialDamage(pActor);
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// restore previous values
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pSector->setfloorz(nFloorZ);
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pActor->spr.pos.Z += 256;
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pActor->add_int_z(256);
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if (ev->nDamage <= 0) {
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return;
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@ -1833,9 +1824,7 @@ DExhumedActor* BuildObject(DExhumedActor* pActor, int nOjectType, int nHitag)
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pActor->nIndex2 = -1;
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pActor2->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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pActor2->spr.pos.X = pActor->spr.pos.X;
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pActor2->spr.pos.Y = pActor->spr.pos.Y;
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pActor2->spr.pos.Z = pActor->spr.pos.Z;
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pActor2->set_int_pos(pActor->spr.pos);
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}
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else
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{
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@ -1857,7 +1846,7 @@ DExhumedActor* BuildObject(DExhumedActor* pActor, int nOjectType, int nHitag)
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// in-game destructable wall mounted screen
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void ExplodeScreen(DExhumedActor* pActor)
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{
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pActor->spr.pos.Z -= GetActorHeight(pActor) / 2;
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pActor->add_int_z(-GetActorHeight(pActor) / 2);
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for (int i = 0; i < 30; i++) {
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BuildSpark(pActor, 0); // shoot out blue orbs
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@ -1972,7 +1961,7 @@ void AIObject::Tick(RunListEvent* ev)
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StartRegenerate(pActor);
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pActor->nHealth = 120;
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pActor->spr.pos = pActor->pTarget->spr.pos;
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pActor->set_int_pos(pActor->pTarget->spr.pos);
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ChangeActorSect(pActor, pActor->pTarget->sector());
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return;
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}
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@ -54,9 +54,7 @@ void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, i
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nAngle = pActor->spr.ang;
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}
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pActor->spr.pos.X = x;
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pActor->spr.pos.Y = y;
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pActor->spr.pos.Z = z;
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pActor->set_int_pos({ x, y, z });
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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pActor->spr.shade = -12;
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pActor->spr.clipdist = 110;
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@ -112,10 +110,7 @@ void BuildSoul(DExhumedActor* pSet)
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pActor->spr.xvel = 0;
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pActor->spr.yvel = 0;
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pActor->spr.zvel = (-256) - RandomSize(10);
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pActor->spr.pos.X = pSet->spr.pos.X;
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pActor->spr.pos.Y = pSet->spr.pos.Y;
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pActor->spr.pos.Z = (RandomSize(8) << 8) + 8192 + pActor->sector()->ceilingz - GetActorHeight(pActor);
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pActor->set_int_pos({ pSet->spr.pos.X, pSet->spr.pos.Y, (RandomSize(8) << 8) + 8192 + pActor->sector()->ceilingz - GetActorHeight(pActor) });
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//pActor->spr.hitag = nSet;
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pActor->pTarget = pSet;
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@ -155,9 +150,7 @@ void AISoul::Tick(RunListEvent* ev)
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pActor->spr.cstat = 0;
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pActor->spr.yrepeat = 1;
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pActor->spr.xrepeat = 1;
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pActor->spr.pos.X = pSet->spr.pos.X;
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pActor->spr.pos.Y = pSet->spr.pos.Y;
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pActor->spr.pos.Z = pSet->spr.pos.Z - (GetActorHeight(pSet) >> 1);
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pActor->set_int_pos({ pSet->spr.pos.X, pSet->spr.pos.Y, pSet->spr.pos.Z - (GetActorHeight(pSet) >> 1) });
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ChangeActorSect(pActor, pSet->sector());
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return;
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}
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@ -273,7 +266,7 @@ void AISet::Tick(RunListEvent* ev)
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auto nMov = MoveCreature(pActor);
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auto sect = pActor->sector();
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pushmove(&pActor->spr.pos, §, pActor->spr.clipdist << 2, 5120, -5120, CLIPMASK0);
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pushmove(pActor, §, pActor->spr.clipdist << 2, 5120, -5120, CLIPMASK0);
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pActor->setsector(sect);
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if (pActor->spr.zvel > 4000)
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@ -579,9 +572,9 @@ void AISet::Tick(RunListEvent* ev)
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{
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if (nFlag & 0x80)
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{
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pActor->spr.pos.Z -= GetActorHeight(pActor);
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pActor->add_int_z(-GetActorHeight(pActor));
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BuildCreatureChunk(pActor, seq_GetSeqPicnum(kSeqSet, 76, 0));
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pActor->spr.pos.Z += GetActorHeight(pActor);
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pActor->add_int_z(GetActorHeight(pActor));
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}
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if (bVal)
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@ -158,7 +158,7 @@ void BuildSnake(int nPlayer, int zVal)
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{
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BackUpBullet(&hit.hitpos.X, &hit.hitpos.Y, nAngle);
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auto pActor = insertActor(hit.hitSector, 202);
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pActor->spr.pos = hit.hitpos;
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pActor->set_int_pos(hit.hitpos);
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ExplodeSnakeSprite(pActor, nPlayer);
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DeleteActor(pActor);
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@ -193,9 +193,7 @@ void BuildSnake(int nPlayer, int zVal)
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if (i == 0)
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{
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pActor->spr.pos.X = pPlayerActor->spr.pos.X;
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pActor->spr.pos.Y = pPlayerActor->spr.pos.Y;
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pActor->spr.pos.Z = pPlayerActor->spr.pos.Z + zVal;
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pActor->set_int_pos({ pPlayerActor->spr.pos.X, pPlayerActor->spr.pos.Y, pPlayerActor->spr.pos.Z + zVal });
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pActor->spr.xrepeat = 32;
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pActor->spr.yrepeat = 32;
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pViewSect = pActor->sector();
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@ -203,9 +201,7 @@ void BuildSnake(int nPlayer, int zVal)
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}
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else
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{
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pActor->spr.pos.X = sprt->spr.pos.X;
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pActor->spr.pos.Y = sprt->spr.pos.Y;
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pActor->spr.pos.Z = sprt->spr.pos.Z;
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pActor->set_int_pos(sprt->spr.pos);
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pActor->spr.xrepeat = 40 - 3 * i;
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pActor->spr.yrepeat = 40 - 3 * i;
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}
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@ -381,9 +377,7 @@ void AISnake::Tick(RunListEvent* ev)
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if (!pActor2) continue;
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pActor2->spr.ang = nAngle;
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pActor2->spr.pos.X = x;
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pActor2->spr.pos.Y = y;
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pActor2->spr.pos.Z = z;
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pActor2->set_int_pos({ x, y, z });
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ChangeActorSect(pActor2, pSector);
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