diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index e95bfeeb9..fb2064993 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -204,7 +204,7 @@ void clearcamera(player_struct* ps) ps->newOwner = nullptr; ps->__int_pos = ps->__int_opos; ps->angle.restore(); - updatesector(ps->__int_pos.X, ps->__int_pos.Y, &ps->cursector); + updatesector(ps->player_int_pos().X, ps->player_int_pos().Y, &ps->cursector); DukeStatIterator it(STAT_ACTOR); while (auto k = it.Next()) @@ -372,7 +372,7 @@ void movedummyplayers(void) } } - act->add_int_pos({ (ps[p].__int_pos.X - ps[p].__int_opos.X), (ps[p].__int_pos.Y - ps[p].__int_opos.Y), 0 }); + act->add_int_pos({ (ps[p].player_int_pos().X - ps[p].__int_opos.X), (ps[p].player_int_pos().Y - ps[p].__int_opos.Y), 0 }); SetActor(act, act->int_pos()); } } @@ -397,7 +397,7 @@ void moveplayers(void) { if (p->newOwner != nullptr) //Looking thru the camera { - act->set_int_pos({ p->__int_opos.X, p->__int_opos.Y, p->__int_opos.Z + gs.int_playerheight }); + act->set_int_pos({ p->player_int_opos().X, p->player_int_opos().Y, p->player_int_opos().Z + gs.int_playerheight }); act->backupz(); act->spr.ang = p->angle.oang.asbuild(); SetActor(act, act->int_pos()); @@ -440,7 +440,7 @@ void moveplayers(void) if (p->actorsqu != nullptr) { - p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->actorsqu->int_pos().X - p->__int_pos.X, p->actorsqu->int_pos().Y - p->__int_pos.Y)) >> 2); + p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->actorsqu->int_pos().X - p->player_int_pos().X, p->actorsqu->int_pos().Y - p->player_int_pos().Y)) >> 2); } if (act->spr.extra > 0) @@ -463,7 +463,7 @@ void moveplayers(void) if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS) { - p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->wackedbyactor->int_pos().X - p->__int_pos.X, p->wackedbyactor->int_pos().Y - p->__int_pos.Y)) >> 1); + p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->wackedbyactor->int_pos().X - p->player_int_pos().X, p->wackedbyactor->int_pos().Y - p->player_int_pos().Y)) >> 1); } } act->spr.ang = p->angle.ang.asbuild(); @@ -1500,7 +1500,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball) { // if(actor->spr.pal == 12) { - int j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->int_pos().X - ps[p].__int_pos.X, actor->int_pos().Y - ps[p].__int_pos.Y)); + int j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->int_pos().X - ps[p].player_int_pos().X, actor->int_pos().Y - ps[p].player_int_pos().Y)); if (j > -64 && j < 64 && PlayerInput(p, SB_OPEN)) if (ps[p].toggle_key_flag == 1) { @@ -1510,7 +1510,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball) { if (act2->spr.picnum == queball || act2->spr.picnum == stripeball) { - j = getincangle(ps[p].angle.ang.asbuild(), getangle(act2->int_pos().X - ps[p].__int_pos.X, act2->int_pos().Y - ps[p].__int_pos.Y)); + j = getincangle(ps[p].angle.ang.asbuild(), getangle(act2->int_pos().X - ps[p].player_int_pos().X, act2->int_pos().Y - ps[p].player_int_pos().Y)); if (j > -64 && j < 64) { int l; @@ -1532,7 +1532,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball) } if (x < 512 && actor->sector() == ps[p].cursector) { - actor->spr.ang = getangle(actor->int_pos().X - ps[p].__int_pos.X, actor->int_pos().Y - ps[p].__int_pos.Y); + actor->spr.ang = getangle(actor->int_pos().X - ps[p].player_int_pos().X, actor->int_pos().Y - ps[p].player_int_pos().Y); actor->spr.xvel = 48; } } @@ -1678,13 +1678,13 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p fi.shoot(actor, firelaser); actor->spr.ang = a; } - if (actor->temp_data[2] > (26 * 3) || !cansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (16 << 8), actor->sector(), ps[p].__int_pos.X, ps[p].__int_pos.Y, ps[p].__int_pos.Z, ps[p].cursector)) + if (actor->temp_data[2] > (26 * 3) || !cansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (16 << 8), actor->sector(), ps[p].player_int_pos().X, ps[p].player_int_pos().Y, ps[p].player_int_pos().Z, ps[p].cursector)) { actor->temp_data[0] = 0; actor->temp_data[2] = 0; } else actor->tempang += - getincangle(actor->tempang, getangle(ps[p].__int_pos.X - actor->int_pos().X, ps[p].__int_pos.Y - actor->int_pos().Y)) / 3; + getincangle(actor->tempang, getangle(ps[p].player_int_pos().X - actor->int_pos().X, ps[p].player_int_pos().Y - actor->int_pos().Y)) / 3; } else if (actor->temp_data[0] == 2 || actor->temp_data[0] == 3) { @@ -1694,14 +1694,14 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p if (actor->temp_data[0] == 2) { - int l = ps[p].__int_pos.Z - actor->int_pos().Z; + int l = ps[p].player_int_pos().Z - actor->int_pos().Z; if (abs(l) < (48 << 8)) actor->temp_data[0] = 3; - else actor->add_int_z(Sgn(ps[p].__int_pos.Z - actor->int_pos().Z) << shift); // The shift here differs between Duke and RR. + else actor->add_int_z(Sgn(ps[p].player_int_pos().Z - actor->int_pos().Z) << shift); // The shift here differs between Duke and RR. } else { actor->temp_data[2]++; - if (actor->temp_data[2] > (26 * 3) || !cansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (16 << 8), actor->sector(), ps[p].__int_pos.X, ps[p].__int_pos.Y, ps[p].__int_pos.Z, ps[p].cursector)) + if (actor->temp_data[2] > (26 * 3) || !cansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (16 << 8), actor->sector(), ps[p].player_int_pos().X, ps[p].player_int_pos().Y, ps[p].player_int_pos().Z, ps[p].cursector)) { actor->temp_data[0] = 1; actor->temp_data[2] = 0; @@ -1712,7 +1712,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p fi.shoot(actor, firelaser); } } - actor->spr.ang += getincangle(actor->spr.ang, getangle(ps[p].__int_pos.X - actor->int_pos().X, ps[p].__int_pos.Y - actor->int_pos().Y)) >> 2; + actor->spr.ang += getincangle(actor->spr.ang, getangle(ps[p].player_int_pos().X - actor->int_pos().X, ps[p].player_int_pos().Y - actor->int_pos().Y)) >> 2; } if (actor->temp_data[0] != 2 && actor->temp_data[0] != 3 && Owner) @@ -2687,8 +2687,8 @@ void handle_se00(DDukeActor* actor) vec2_t res; rotatepoint(Owner->int_pos().vec2, ps[p].__int_pos.vec2, (q * l), &res); - ps[p].bobpos.X += res.X - ps[p].__int_pos.X; - ps[p].bobpos.Y += res.Y - ps[p].__int_pos.Y; + ps[p].bobpos.X += res.X - ps[p].player_int_pos().X; + ps[p].bobpos.Y += res.Y - ps[p].player_int_pos().Y; ps[p].__int_pos.vec2 = res; @@ -2811,7 +2811,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) if (x < 20480) { j = actor->spr.ang; - actor->spr.ang = getangle(actor->int_pos().X - ps[p].__int_pos.X, actor->int_pos().Y - ps[p].__int_pos.Y); + actor->spr.ang = getangle(actor->int_pos().X - ps[p].player_int_pos().X, actor->int_pos().Y - ps[p].player_int_pos().Y); fi.shoot(actor, RPG); actor->spr.ang = j; } @@ -2830,7 +2830,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) if (psp->spr.extra > 0) { auto k = ps[p].cursector; - updatesector(ps[p].__int_pos.X, ps[p].__int_pos.Y, &k); + updatesector(ps[p].player_int_pos().X, ps[p].player_int_pos().Y, &k); if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector())) { ps[p].__int_pos.X = actor->int_pos().X; @@ -2863,7 +2863,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) rotatepoint(actor->int_pos().vec2, ps[p].__int_pos.vec2, q, &ps[p].__int_pos.vec2); ps[p].__int_pos.X += m; - ps[p].__int_pos.Y += x; + ps[p].__int_pos.Y +=x; ps[p].bobpos.X += m; ps[p].bobpos.Y += x; @@ -2872,12 +2872,12 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) if (numplayers > 1) { - ps[p].__int_opos.X = ps[p].__int_pos.X; - ps[p].__int_opos.Y = ps[p].__int_pos.Y; + ps[p].__int_opos.X = ps[p].player_int_pos().X; + ps[p].__int_opos.Y = ps[p].player_int_pos().Y; } if (psp->spr.extra <= 0) { - psp->set_int_xy(ps[p].__int_pos.X, ps[p].__int_pos.Y); + psp->set_int_xy(ps[p].player_int_pos().X, ps[p].player_int_pos().Y); } } } @@ -2917,7 +2917,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) if (ps[p].GetActor()->spr.extra > 0) { auto k = ps[p].cursector; - updatesector(ps[p].__int_pos.X, ps[p].__int_pos.Y, &k); + updatesector(ps[p].player_int_pos().X, ps[p].player_int_pos().Y, &k); if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector())) { ps[p].__int_opos.X = ps[p].__int_pos.X = actor->int_pos().X; @@ -3018,7 +3018,7 @@ void handle_se30(DDukeActor *actor, int JIBS6) if (psp->spr.extra > 0) { auto k = ps[p].cursector; - updatesector(ps[p].__int_pos.X, ps[p].__int_pos.Y, &k); + updatesector(ps[p].player_int_pos().X, ps[p].player_int_pos().Y, &k); if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector())) { ps[p].__int_pos.X = actor->int_pos().X; @@ -3036,12 +3036,12 @@ void handle_se30(DDukeActor *actor, int JIBS6) if (psp->sector() == actor->sector()) { ps[p].__int_pos.X += l; - ps[p].__int_pos.Y += x; + ps[p].__int_pos.Y +=x; if (numplayers > 1) { - ps[p].__int_opos.X = ps[p].__int_pos.X; - ps[p].__int_opos.Y = ps[p].__int_pos.Y; + ps[p].__int_opos.X = ps[p].player_int_pos().X; + ps[p].__int_opos.Y = ps[p].player_int_pos().Y; } ps[p].bobpos.X += l; @@ -3079,14 +3079,14 @@ void handle_se30(DDukeActor *actor, int JIBS6) if (ps[p].GetActor()->spr.extra > 0) { auto k = ps[p].cursector; - updatesector(ps[p].__int_pos.X, ps[p].__int_pos.Y, &k); + updatesector(ps[p].player_int_pos().X, ps[p].player_int_pos().Y, &k); if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector())) { ps[p].__int_pos.X = actor->int_pos().X; ps[p].__int_pos.Y = actor->int_pos().Y; - ps[p].__int_opos.X = ps[p].__int_pos.X; - ps[p].__int_opos.Y = ps[p].__int_pos.Y; + ps[p].__int_opos.X = ps[p].player_int_pos().X; + ps[p].__int_opos.Y = ps[p].player_int_pos().Y; ps[p].setCursector(actor->sector()); @@ -3172,7 +3172,7 @@ void handle_se02(DDukeActor* actor) if (ps[p].cursector == actor->sector() && ps[p].on_ground) { ps[p].__int_pos.X += m; - ps[p].__int_pos.Y += x; + ps[p].__int_pos.Y +=x; ps[p].bobpos.X += m; ps[p].bobpos.Y += x; @@ -3323,7 +3323,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER) if (x < 8192) { j = actor->spr.ang; - actor->spr.ang = getangle(actor->int_pos().X - ps[p].__int_pos.X, actor->int_pos().Y - ps[p].__int_pos.Y); + actor->spr.ang = getangle(actor->int_pos().X - ps[p].player_int_pos().X, actor->int_pos().Y - ps[p].player_int_pos().Y); fi.shoot(actor, FIRELASER); actor->spr.ang = j; } @@ -3357,7 +3357,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER) if (ldist(Owner, actor) < 1024) { auto ta = actor->spr.ang; - actor->spr.ang = getangle(ps[p].__int_pos.X - actor->int_pos().X, ps[p].__int_pos.Y - actor->int_pos().Y); + actor->spr.ang = getangle(ps[p].player_int_pos().X - actor->int_pos().X, ps[p].player_int_pos().Y - actor->int_pos().Y); actor->spr.ang = ta; actor->SetOwner(nullptr); return; @@ -3377,7 +3377,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER) else { actor->temp_data[2] += - getincangle(actor->temp_data[2] + 512, getangle(ps[p].__int_pos.X - actor->int_pos().X, ps[p].__int_pos.Y - actor->int_pos().Y)) >> 2; + getincangle(actor->temp_data[2] + 512, getangle(ps[p].player_int_pos().X - actor->int_pos().X, ps[p].player_int_pos().Y - actor->int_pos().Y)) >> 2; sc->ceilingshade = 0; } j = fi.ifhitbyweapon(actor); @@ -3835,11 +3835,11 @@ void handle_se17(DDukeActor* actor) if (act1->spr.statnum == STAT_PLAYER && act1->GetOwner()) { int p = act1->spr.yvel; - if (numplayers < 2) ps[p].__int_opos.Z = ps[p].__int_pos.Z; + if (numplayers < 2) ps[p].__int_opos.Z = ps[p].player_int_pos().Z; ps[p].__int_pos.Z += q * zworldtoint; ps[p].truefz += q; ps[p].truecz += q; - if (numplayers > 1) ps[p].__int_opos.Z = ps[p].__int_pos.Z; + if (numplayers > 1) ps[p].__int_opos.Z = ps[p].player_int_pos().Z; } if (act1->spr.statnum != STAT_EFFECTOR) { @@ -3888,15 +3888,15 @@ void handle_se17(DDukeActor* actor) int p = act3->spr.yvel; ps[p].__int_pos.X += act2->int_pos().X - actor->int_pos().X; - ps[p].__int_pos.Y += act2->int_pos().Y - actor->int_pos().Y; - ps[p].__int_pos.Z = act2->sector()->int_floorz() - (sc->int_floorz() - ps[p].__int_pos.Z); + ps[p].__int_pos.Y +=act2->int_pos().Y - actor->int_pos().Y; + ps[p].__int_pos.Z = act2->sector()->int_floorz() - (sc->int_floorz() - ps[p].player_int_pos().Z); act3->floorz = act2->sector()->floorz; act3->ceilingz = act2->sector()->ceilingz; - ps[p].bobpos.X = ps[p].__int_opos.X = ps[p].__int_pos.X; - ps[p].bobpos.Y = ps[p].__int_opos.Y = ps[p].__int_pos.Y; - ps[p].__int_opos.Z = ps[p].__int_pos.Z; + ps[p].bobpos.X = ps[p].__int_opos.X = ps[p].player_int_pos().X; + ps[p].bobpos.Y = ps[p].__int_opos.Y = ps[p].player_int_pos().Y; + ps[p].__int_opos.Z = ps[p].player_int_pos().Z; ps[p].truefz = act3->floorz; ps[p].truecz = act3->ceilingz; @@ -4182,12 +4182,12 @@ void handle_se20(DDukeActor* actor) if (ps[p].cursector == actor->sector() && ps[p].on_ground) { ps[p].__int_pos.X += x; - ps[p].__int_pos.Y += l; + ps[p].__int_pos.Y +=l; - ps[p].__int_opos.X = ps[p].__int_pos.X; - ps[p].__int_opos.Y = ps[p].__int_pos.Y; + ps[p].__int_opos.X = ps[p].player_int_pos().X; + ps[p].__int_opos.Y = ps[p].player_int_pos().Y; - SetActor(ps[p].GetActor(), { ps[p].__int_pos.X, ps[p].__int_pos.Y, ps[p].__int_pos.Z + gs.int_playerheight }); + SetActor(ps[p].GetActor(), { ps[p].player_int_pos().X, ps[p].player_int_pos().Y, ps[p].player_int_pos().Z + gs.int_playerheight }); } sc->addfloorxpan(-x / 8.f); @@ -4330,14 +4330,14 @@ void handle_se27(DDukeActor* actor) } else if (ud.recstat == 2 && ps[p].newOwner == nullptr) { - if (cansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), ps[p].__int_pos.X, ps[p].__int_pos.Y, ps[p].__int_pos.Z, ps[p].cursector)) + if (cansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), ps[p].player_int_pos().X, ps[p].player_int_pos().Y, ps[p].player_int_pos().Z, ps[p].cursector)) { if (x < sh) { ud.cameraactor = actor; actor->temp_data[0] = 999; - actor->spr.ang += getincangle(actor->spr.ang, getangle(ps[p].__int_pos.X - actor->int_pos().X, ps[p].__int_pos.Y - actor->int_pos().Y)) >> 3; - actor->spr.yvel = 100 + ((actor->int_pos().Z - ps[p].__int_pos.Z) / 257); + actor->spr.ang += getincangle(actor->spr.ang, getangle(ps[p].player_int_pos().X - actor->int_pos().X, ps[p].player_int_pos().Y - actor->int_pos().Y)) >> 3; + actor->spr.yvel = 100 + ((actor->int_pos().Z - ps[p].player_int_pos().Z) / 257); } else if (actor->temp_data[0] == 999) @@ -4351,7 +4351,7 @@ void handle_se27(DDukeActor* actor) } else { - actor->spr.ang = getangle(ps[p].__int_pos.X - actor->int_pos().X, ps[p].__int_pos.Y - actor->int_pos().Y); + actor->spr.ang = getangle(ps[p].player_int_pos().X - actor->int_pos().X, ps[p].player_int_pos().Y - actor->int_pos().Y); if (actor->temp_data[0] == 999) { @@ -4418,7 +4418,7 @@ void handle_se24(DDukeActor *actor, bool scroll, int shift) { if (ps[p].cursector == actor->sector() && ps[p].on_ground) { - if (abs(ps[p].__int_pos.Z - ps[p].truefz * zworldtoint) < gs.int_playerheight + (9 << 8)) + if (abs(ps[p].player_int_pos().Z - ps[p].truefz * zworldtoint) < gs.int_playerheight + (9 << 8)) { ps[p].fric.X += x << 3; ps[p].fric.Y += y << 3; @@ -5239,8 +5239,8 @@ void movefta(void) { if (badguy(act)) { - px = ps[p].__int_opos.X + 64 - (krand() & 127); - py = ps[p].__int_opos.Y + 64 - (krand() & 127); + px = ps[p].player_int_opos().X + 64 - (krand() & 127); + py = ps[p].player_int_opos().Y + 64 - (krand() & 127); updatesector(px, py, &psect); if (psect == nullptr) { @@ -5261,14 +5261,14 @@ void movefta(void) { int r1 = krand(); int r2 = krand(); - canseeme = cansee(sx, sy, act->int_pos().Z - (r2 % (52 << 8)), act->sector(), px, py, ps[p].__int_opos.Z - (r1 % (32 << 8)), ps[p].cursector); + canseeme = cansee(sx, sy, act->int_pos().Z - (r2 % (52 << 8)), act->sector(), px, py, ps[p].player_int_opos().Z - (r1 % (32 << 8)), ps[p].cursector); } } else { int r1 = krand(); int r2 = krand(); - canseeme = cansee(act->int_pos().X, act->int_pos().Y, act->int_pos().Z - ((r2 & 31) << 8), act->sector(), ps[p].__int_opos.X, ps[p].__int_opos.Y, ps[p].__int_opos.Z - ((r1 & 31) << 8), ps[p].cursector); + canseeme = cansee(act->int_pos().X, act->int_pos().Y, act->int_pos().Z - ((r2 & 31) << 8), act->sector(), ps[p].player_int_opos().X, ps[p].player_int_opos().Y, ps[p].player_int_opos().Z - ((r1 & 31) << 8), ps[p].cursector); } diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 7cfe6deff..adde55c46 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -1824,17 +1824,17 @@ void movetransports_d(void) } else if (!(sectlotag == 1 && ps[p].on_ground == 1)) break; - if (onfloorz == 0 && abs(act->int_pos().Z - ps[p].__int_pos.Z) < 6144) + if (onfloorz == 0 && abs(act->int_pos().Z - ps[p].player_int_pos().Z) < 6144) if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP))) || (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { ps[p].__int_opos.X = ps[p].__int_pos.X += Owner->int_pos().X - act->int_pos().X; - ps[p].__int_opos.Y = ps[p].__int_pos.Y += Owner->int_pos().Y - act->int_pos().Y; + ps[p].__int_opos.Y = ps[p].__int_pos.Y +=Owner->int_pos().Y - act->int_pos().Y; if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11)) ps[p].__int_pos.Z = Owner->int_pos().Z - 6144; else ps[p].__int_pos.Z = Owner->int_pos().Z + 6144; - ps[p].__int_opos.Z = ps[p].__int_pos.Z; + ps[p].__int_opos.Z = ps[p].player_int_pos().Z; auto pa = ps[p].GetActor(); pa->opos = DVector3(ps[p].__int_pos.X * inttoworld, ps[p].__int_pos.Y * inttoworld, ps[p].__int_pos.Z * zinttoworld); @@ -1847,7 +1847,7 @@ void movetransports_d(void) int k = 0; - if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].__int_pos.Z > (sectp->int_floorz() - (16 << 8)) && (PlayerInput(p, SB_CROUCH) || ps[p].vel.Z > 2048)) + if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].player_int_pos().Z > (sectp->int_floorz() - (16 << 8)) && (PlayerInput(p, SB_CROUCH) || ps[p].vel.Z > 2048)) // if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sectp->floorz-(6<<8)) ) { k = 1; @@ -1865,7 +1865,7 @@ void movetransports_d(void) } - if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].__int_pos.Z < (sectp->int_ceilingz() + (6 << 8))) + if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].player_int_pos().Z < (sectp->int_ceilingz() + (6 << 8))) { k = 1; // if( act2->spr.extra <= 0) break; @@ -1885,14 +1885,14 @@ void movetransports_d(void) if (k == 1) { ps[p].__int_opos.X = ps[p].__int_pos.X += Owner->int_pos().X - act->int_pos().X; - ps[p].__int_opos.Y = ps[p].__int_pos.Y += Owner->int_pos().Y - act->int_pos().Y; + ps[p].__int_opos.Y = ps[p].__int_pos.Y +=Owner->int_pos().Y - act->int_pos().Y; if (!Owner || Owner->GetOwner() != Owner) ps[p].transporter_hold = -2; ps[p].setCursector(Owner->sector()); ChangeActorSect(act2, Owner->sector()); - SetActor(ps[p].GetActor(), { ps[p].__int_pos.X, ps[p].__int_pos.Y, ps[p].__int_pos.Z + gs.int_playerheight }); + SetActor(ps[p].GetActor(), { ps[p].player_int_pos().X, ps[p].player_int_pos().Y, ps[p].player_int_pos().Z + gs.int_playerheight }); if ((krand() & 255) < 32) spawn(act2, WATERSPLASH2); @@ -2124,7 +2124,7 @@ static void greenslime(DDukeActor *actor) } else if (x < 1024 && ps[p].quick_kick == 0) { - j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->int_pos().X - ps[p].__int_pos.X, actor->int_pos().Y - ps[p].__int_pos.Y)); + j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->int_pos().X - ps[p].player_int_pos().X, actor->int_pos().Y - ps[p].player_int_pos().Y)); if (j > -128 && j < 128) ps[p].quick_kick = 14; } @@ -2172,7 +2172,7 @@ static void greenslime(DDukeActor *actor) return; } - actor->set_int_z(ps[p].__int_pos.Z + ps[p].pyoff - actor->temp_data[2] + (8 << 8) - (ps[p].horizon.horiz.asq16() >> 12)); + actor->set_int_z(ps[p].player_int_pos().Z + ps[p].pyoff - actor->temp_data[2] + (8 << 8) - (ps[p].horizon.horiz.asq16() >> 12)); if (actor->temp_data[2] > 512) actor->temp_data[2] -= 128; @@ -2186,7 +2186,7 @@ static void greenslime(DDukeActor *actor) ps[p].__int_pos = ps[p].__int_opos; ps[p].angle.restore(); - updatesector(ps[p].__int_pos.X, ps[p].__int_pos.Y, &ps[p].cursector); + updatesector(ps[p].player_int_pos().X, ps[p].player_int_pos().Y, &ps[p].cursector); DukeStatIterator it(STAT_ACTOR); while (auto ac = it.Next()) @@ -2221,7 +2221,7 @@ static void greenslime(DDukeActor *actor) actor->spr.xrepeat = 20 + bsin(actor->temp_data[1], -13); actor->spr.yrepeat = 15 + bsin(actor->temp_data[1], -13); - actor->set_int_xy(ps[p].__int_pos.X + ps[p].angle.ang.bcos(-7), ps[p].__int_pos.Y + ps[p].angle.ang.bsin(-7)); + actor->set_int_xy(ps[p].player_int_pos().X + ps[p].angle.ang.bcos(-7), ps[p].player_int_pos().Y + ps[p].angle.ang.bsin(-7)); return; } @@ -2380,7 +2380,7 @@ static void greenslime(DDukeActor *actor) actor->spr.xvel = 64 - bcos(actor->temp_data[1], -9); actor->spr.ang += getincangle(actor->spr.ang, - getangle(ps[p].__int_pos.X - actor->int_pos().X, ps[p].__int_pos.Y - actor->int_pos().Y)) >> 3; + getangle(ps[p].player_int_pos().X - actor->int_pos().X, ps[p].player_int_pos().Y - actor->int_pos().Y)) >> 3; // TJR } @@ -2709,7 +2709,7 @@ DETONATEB: } } else if (actor->spr.picnum == HEAVYHBOMB && x < 788 && actor->temp_data[0] > 7 && actor->spr.xvel == 0) - if (cansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (8 << 8), actor->sector(), ps[p].__int_pos.X, ps[p].__int_pos.Y, ps[p].__int_pos.Z, ps[p].cursector)) + if (cansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (8 << 8), actor->sector(), ps[p].player_int_pos().X, ps[p].player_int_pos().Y, ps[p].player_int_pos().Z, ps[p].cursector)) if (ps[p].ammo_amount[HANDBOMB_WEAPON] < gs.max_ammo_amount[HANDBOMB_WEAPON]) { if (ud.coop >= 1 && Owner == actor) @@ -3255,7 +3255,7 @@ static void handle_se28(DDukeActor* actor) } else if (actor->temp_data[2] > (actor->temp_data[1] >> 3) && actor->temp_data[2] < (actor->temp_data[1] >> 2)) { - int j = !!cansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), ps[screenpeek].__int_pos.X, ps[screenpeek].__int_pos.Y, ps[screenpeek].__int_pos.Z, ps[screenpeek].cursector); + int j = !!cansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), ps[screenpeek].player_int_pos().X, ps[screenpeek].player_int_pos().Y, ps[screenpeek].player_int_pos().Z, ps[screenpeek].cursector); if (rnd(192) && (actor->temp_data[2] & 1)) { @@ -3506,8 +3506,8 @@ void move_d(DDukeActor *actor, int playernum, int xvel) if (a & face_player) { if (ps[playernum].newOwner != nullptr) - goalang = getangle(ps[playernum].__int_opos.X - actor->int_pos().X, ps[playernum].__int_opos.Y - actor->int_pos().Y); - else goalang = getangle(ps[playernum].__int_pos.X - actor->int_pos().X, ps[playernum].__int_pos.Y - actor->int_pos().Y); + goalang = getangle(ps[playernum].player_int_opos().X - actor->int_pos().X, ps[playernum].player_int_opos().Y - actor->int_pos().Y); + else goalang = getangle(ps[playernum].player_int_pos().X - actor->int_pos().X, ps[playernum].player_int_pos().Y - actor->int_pos().Y); angdif = getincangle(actor->spr.ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; actor->spr.ang += angdif; @@ -3519,8 +3519,8 @@ void move_d(DDukeActor *actor, int playernum, int xvel) if (a & face_player_slow) { if (ps[playernum].newOwner != nullptr) - goalang = getangle(ps[playernum].__int_opos.X - actor->int_pos().X, ps[playernum].__int_opos.Y - actor->int_pos().Y); - else goalang = getangle(ps[playernum].__int_pos.X - actor->int_pos().X, ps[playernum].__int_pos.Y - actor->int_pos().Y); + goalang = getangle(ps[playernum].player_int_opos().X - actor->int_pos().X, ps[playernum].player_int_opos().Y - actor->int_pos().Y); + else goalang = getangle(ps[playernum].player_int_pos().X - actor->int_pos().X, ps[playernum].player_int_pos().Y - actor->int_pos().Y); angdif = Sgn(getincangle(actor->spr.ang, goalang)) << 5; if (angdif > -32 && angdif < 0) { @@ -3541,8 +3541,8 @@ void move_d(DDukeActor *actor, int playernum, int xvel) { int newx, newy; - newx = ps[playernum].__int_pos.X + (ps[playernum].vel.X / 768); - newy = ps[playernum].__int_pos.Y + (ps[playernum].vel.Y / 768); + newx = ps[playernum].player_int_pos().X + (ps[playernum].vel.X / 768); + newy = ps[playernum].player_int_pos().Y + (ps[playernum].vel.Y / 768); goalang = getangle(newx - actor->int_pos().X, newy - actor->int_pos().Y); angdif = getincangle(actor->spr.ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; @@ -3648,7 +3648,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) { daxvel = -(1024 - xvel); - angdif = getangle(ps[playernum].__int_pos.X - actor->int_pos().X, ps[playernum].__int_pos.Y - actor->int_pos().Y); + angdif = getangle(ps[playernum].player_int_pos().X - actor->int_pos().X, ps[playernum].player_int_pos().Y - actor->int_pos().Y); if (xvel < 512) { diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index 520767893..3a87d72f7 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -1471,17 +1471,17 @@ void movetransports_r(void) } else break; - if (onfloorz == 0 && abs(act->int_pos().Z - ps[p].__int_pos.Z) < 6144) + if (onfloorz == 0 && abs(act->int_pos().Z - ps[p].player_int_pos().Z) < 6144) if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && PlayerInput(p, SB_JUMP)) || (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { ps[p].__int_opos.X = ps[p].__int_pos.X += Owner->int_pos().X - act->int_pos().X; - ps[p].__int_opos.Y = ps[p].__int_pos.Y += Owner->int_pos().Y - act->int_pos().Y; + ps[p].__int_opos.Y = ps[p].__int_pos.Y +=Owner->int_pos().Y - act->int_pos().Y; if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11)) ps[p].__int_pos.Z = Owner->int_pos().Z - 6144; else ps[p].__int_pos.Z = Owner->int_pos().Z + 6144; - ps[p].__int_opos.Z = ps[p].__int_pos.Z; + ps[p].__int_opos.Z = ps[p].player_int_pos().Z; ChangeActorSect(act2, Owner->sector()); ps[p].setCursector(Owner->sector()); @@ -1493,14 +1493,14 @@ void movetransports_r(void) if (isRRRA()) { - if (onfloorz && sectlotag == 160 && ps[p].__int_pos.Z > (sectp->int_floorz() - (48 << 8))) + if (onfloorz && sectlotag == 160 && ps[p].player_int_pos().Z > (sectp->int_floorz() - (48 << 8))) { k = 2; ps[p].__int_opos.Z = ps[p].__int_pos.Z = Owner->sector()->int_ceilingz() + (7 << 8); } - if (onfloorz && sectlotag == 161 && ps[p].__int_pos.Z < (sectp->int_ceilingz() + (6 << 8))) + if (onfloorz && sectlotag == 161 && ps[p].player_int_pos().Z < (sectp->int_ceilingz() + (6 << 8))) { k = 2; if (ps[p].GetActor()->spr.extra <= 0) break; @@ -1509,7 +1509,7 @@ void movetransports_r(void) } } - if ((onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].__int_pos.Z > (sectp->int_floorz() - (6 << 8))) || + if ((onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].player_int_pos().Z > (sectp->int_floorz() - (6 << 8))) || (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].OnMotorcycle)) { if (ps[p].OnBoat) break; @@ -1525,7 +1525,7 @@ void movetransports_r(void) ps[p].moto_underwater = 1; } - if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].__int_pos.Z < (sectp->int_ceilingz() + (6 << 8))) + if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].player_int_pos().Z < (sectp->int_ceilingz() + (6 << 8))) { k = 1; if (ps[p].GetActor()->spr.extra <= 0) break; @@ -1542,7 +1542,7 @@ void movetransports_r(void) if (k == 1) { ps[p].__int_opos.X = ps[p].__int_pos.X += Owner->int_pos().X - act->int_pos().X; - ps[p].__int_opos.Y = ps[p].__int_pos.Y += Owner->int_pos().Y - act->int_pos().Y; + ps[p].__int_opos.Y = ps[p].__int_pos.Y +=Owner->int_pos().Y - act->int_pos().Y; if (Owner->GetOwner() != Owner) ps[p].transporter_hold = -2; @@ -1556,7 +1556,7 @@ void movetransports_r(void) else if (isRRRA() && k == 2) { ps[p].__int_opos.X = ps[p].__int_pos.X += Owner->int_pos().X - act->int_pos().X; - ps[p].__int_opos.Y = ps[p].__int_pos.Y += Owner->int_pos().Y - act->int_pos().Y; + ps[p].__int_opos.Y = ps[p].__int_pos.Y +=Owner->int_pos().Y - act->int_pos().Y; if (Owner->GetOwner() != Owner) ps[p].transporter_hold = -2; @@ -2494,7 +2494,7 @@ DETONATEB: } } else if (actor->spr.picnum == HEAVYHBOMB && x < 788 && actor->temp_data[0] > 7 && actor->spr.xvel == 0) - if (cansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (8 << 8), actor->sector(), ps[p].__int_pos.X, ps[p].__int_pos.Y, ps[p].__int_pos.Z, ps[p].cursector)) + if (cansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (8 << 8), actor->sector(), ps[p].player_int_pos().X, ps[p].player_int_pos().Y, ps[p].player_int_pos().Z, ps[p].cursector)) if (ps[p].ammo_amount[DYNAMITE_WEAPON] < gs.max_ammo_amount[DYNAMITE_WEAPON]) if (actor->spr.pal == 0) { @@ -3488,8 +3488,8 @@ void move_r(DDukeActor *actor, int pnum, int xvel) if (a & face_player) { if (ps[pnum].newOwner != nullptr) - goalang = getangle(ps[pnum].__int_opos.X - actor->int_pos().X, ps[pnum].__int_opos.Y - actor->int_pos().Y); - else goalang = getangle(ps[pnum].__int_pos.X - actor->int_pos().X, ps[pnum].__int_pos.Y - actor->int_pos().Y); + goalang = getangle(ps[pnum].player_int_opos().X - actor->int_pos().X, ps[pnum].player_int_opos().Y - actor->int_pos().Y); + else goalang = getangle(ps[pnum].player_int_pos().X - actor->int_pos().X, ps[pnum].player_int_pos().Y - actor->int_pos().Y); angdif = getincangle(actor->spr.ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; actor->spr.ang += angdif; @@ -3501,8 +3501,8 @@ void move_r(DDukeActor *actor, int pnum, int xvel) if (a & face_player_slow) { if (ps[pnum].newOwner != nullptr) - goalang = getangle(ps[pnum].__int_opos.X - actor->int_pos().X, ps[pnum].__int_opos.Y - actor->int_pos().Y); - else goalang = getangle(ps[pnum].__int_pos.X - actor->int_pos().X, ps[pnum].__int_pos.Y - actor->int_pos().Y); + goalang = getangle(ps[pnum].player_int_opos().X - actor->int_pos().X, ps[pnum].player_int_opos().Y - actor->int_pos().Y); + else goalang = getangle(ps[pnum].player_int_pos().X - actor->int_pos().X, ps[pnum].player_int_pos().Y - actor->int_pos().Y); angdif = Sgn(getincangle(actor->spr.ang, goalang)) << 5; if (angdif > -32 && angdif < 0) { @@ -3517,8 +3517,8 @@ void move_r(DDukeActor *actor, int pnum, int xvel) if (a & antifaceplayerslow) { if (ps[pnum].newOwner != nullptr) - goalang = (getangle(ps[pnum].__int_opos.X - actor->int_pos().X, ps[pnum].__int_opos.Y - actor->int_pos().Y) + 1024) & 2047; - else goalang = (getangle(ps[pnum].__int_pos.X - actor->int_pos().X, ps[pnum].__int_pos.Y - actor->int_pos().Y) + 1024) & 2047; + goalang = (getangle(ps[pnum].player_int_opos().X - actor->int_pos().X, ps[pnum].player_int_opos().Y - actor->int_pos().Y) + 1024) & 2047; + else goalang = (getangle(ps[pnum].player_int_pos().X - actor->int_pos().X, ps[pnum].player_int_pos().Y - actor->int_pos().Y) + 1024) & 2047; angdif = Sgn(getincangle(actor->spr.ang, goalang)) << 5; if (angdif > -32 && angdif < 0) { @@ -3584,8 +3584,8 @@ void move_r(DDukeActor *actor, int pnum, int xvel) { int newx, newy; - newx = ps[pnum].__int_pos.X + (ps[pnum].vel.X / 768); - newy = ps[pnum].__int_pos.Y + (ps[pnum].vel.Y / 768); + newx = ps[pnum].player_int_pos().X + (ps[pnum].vel.X / 768); + newy = ps[pnum].player_int_pos().Y + (ps[pnum].vel.Y / 768); goalang = getangle(newx - actor->int_pos().X, newy - actor->int_pos().Y); angdif = getincangle(actor->spr.ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; @@ -3685,7 +3685,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) { daxvel = -(1024 - xvel); - angdif = getangle(ps[pnum].__int_pos.X - actor->int_pos().X, ps[pnum].__int_pos.Y - actor->int_pos().Y); + angdif = getangle(ps[pnum].player_int_pos().X - actor->int_pos().X, ps[pnum].player_int_pos().Y - actor->int_pos().Y); if (xvel < 512) { diff --git a/source/games/duke/src/animatesprites_d.cpp b/source/games/duke/src/animatesprites_d.cpp index 4b54376e0..b2a4b88a6 100644 --- a/source/games/duke/src/animatesprites_d.cpp +++ b/source/games/duke/src/animatesprites_d.cpp @@ -165,9 +165,9 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat if (t->statnum == 99) continue; if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && ps[h->spr.yvel].newOwner == nullptr && h->GetOwner()) { - 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->set_int_z(interpolatedvalue(ps[h->spr.yvel].__int_opos.Z, ps[h->spr.yvel].__int_pos.Z, smoothratio)); + t->add_int_x(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].player_int_pos().X - ps[h->spr.yvel].player_int_opos().X, 16)); + t->add_int_y(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].player_int_pos().Y - ps[h->spr.yvel].player_int_opos().Y, 16)); + t->set_int_z(interpolatedvalue(ps[h->spr.yvel].player_int_opos().Z, ps[h->spr.yvel].player_int_pos().Z, smoothratio)); t->pos.Z += gs.playerheight; } else if (!actorflag(h, SFLAG_NOINTERPOLATE)) @@ -205,8 +205,8 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat { int sqa = getangle( - OwnerAc->int_pos().X - ps[screenpeek].__int_pos.X, - OwnerAc->int_pos().Y - ps[screenpeek].__int_pos.Y); + OwnerAc->int_pos().X - ps[screenpeek].player_int_pos().X, + OwnerAc->int_pos().Y - ps[screenpeek].player_int_pos().Y); int sqb = getangle( OwnerAc->int_pos().X - t->int_pos().X, @@ -355,7 +355,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat } if (h->GetOwner()) - newtspr->set_int_z(ps[p].__int_pos.Z - (12 << 8)); + newtspr->set_int_z(ps[p].player_int_pos().Z - (12 << 8)); else newtspr->set_int_z(h->int_pos().Z - (51 << 8)); if (ps[p].curr_weapon == HANDBOMB_WEAPON) { @@ -576,7 +576,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat daz = h->actor_int_floorz(); - if ((h->int_pos().Z - daz) < (8 << 8) && ps[screenpeek].__int_pos.Z < daz) + if ((h->int_pos().Z - daz) < (8 << 8) && ps[screenpeek].player_int_pos().Z < daz) { auto shadowspr = tsprites.newTSprite(); *shadowspr = *t; @@ -602,7 +602,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat else { // Alter the shadow's position so that it appears behind the sprite itself. - int look = getangle(shadowspr->int_pos().X - ps[screenpeek].__int_pos.X, shadowspr->int_pos().Y - ps[screenpeek].__int_pos.Y); + int look = getangle(shadowspr->int_pos().X - ps[screenpeek].player_int_pos().X, shadowspr->int_pos().Y - ps[screenpeek].player_int_pos().Y); shadowspr->add_int_x(bcos(look, -9)); shadowspr->add_int_y(bsin(look, -9)); } diff --git a/source/games/duke/src/animatesprites_r.cpp b/source/games/duke/src/animatesprites_r.cpp index 6f5b0c087..8751210f0 100644 --- a/source/games/duke/src/animatesprites_r.cpp +++ b/source/games/duke/src/animatesprites_r.cpp @@ -145,9 +145,9 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat if (t->statnum == 99) continue; if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && ps[h->spr.yvel].newOwner == nullptr && h->GetOwner()) { - 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->set_int_z(interpolatedvalue(ps[h->spr.yvel].__int_opos.Z, ps[h->spr.yvel].__int_pos.Z, smoothratio)); + t->add_int_x(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].player_int_pos().X - ps[h->spr.yvel].player_int_opos().X, 16)); + t->add_int_y(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].player_int_pos().Y - ps[h->spr.yvel].player_int_opos().Y, 16)); + t->set_int_z(interpolatedvalue(ps[h->spr.yvel].player_int_opos().Z, ps[h->spr.yvel].player_int_pos().Z, smoothratio)); t->pos.Z += gs.playerheight; h->spr.xrepeat = 24; h->spr.yrepeat = 17; @@ -200,8 +200,8 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat { int sqa = getangle( - OwnerAc->int_pos().X - ps[screenpeek].__int_pos.X, - OwnerAc->int_pos().Y - ps[screenpeek].__int_pos.Y); + OwnerAc->int_pos().X - ps[screenpeek].player_int_pos().X, + OwnerAc->int_pos().Y - ps[screenpeek].player_int_pos().Y); int sqb = getangle( OwnerAc->int_pos().X - t->int_pos().X, @@ -397,7 +397,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat } if (h->GetOwner()) - newtspr->set_int_z(ps[p].__int_pos.Z - (12 << 8)); + newtspr->set_int_z(ps[p].player_int_pos().Z - (12 << 8)); else newtspr->set_int_z(h->int_pos().Z - (51 << 8)); if (ps[p].curr_weapon == HANDBOMB_WEAPON) { @@ -734,7 +734,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat daz = h->actor_int_floorz(); if ((h->int_pos().Z - daz) < (8 << 8)) - if (ps[screenpeek].__int_pos.Z < daz) + if (ps[screenpeek].player_int_pos().Z < daz) { auto shadowspr = tsprites.newTSprite(); *shadowspr = *t; @@ -760,7 +760,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat else { // Alter the shadow's position so that it appears behind the sprite itself. - int look = getangle(shadowspr->int_pos().X - ps[screenpeek].__int_pos.X, shadowspr->int_pos().Y - ps[screenpeek].__int_pos.Y); + int look = getangle(shadowspr->int_pos().X - ps[screenpeek].player_int_pos().X, shadowspr->int_pos().Y - ps[screenpeek].player_int_pos().Y); shadowspr->add_int_x(bcos(look, -9)); shadowspr->add_int_y(bsin(look, -9)); } diff --git a/source/games/duke/src/game_misc.cpp b/source/games/duke/src/game_misc.cpp index 24b9b1113..2ecbd017f 100644 --- a/source/games/duke/src/game_misc.cpp +++ b/source/games/duke/src/game_misc.cpp @@ -61,7 +61,7 @@ FString GameInterface::GetCoordString() FString out; out.Format("pos= %d, %d, %d - angle = %2.3f - sector = %d, lotag = %d, hitag = %d", - ps[snum].__int_pos.X, ps[snum].__int_pos.Y, ps[snum].__int_pos.Z, ps[snum].angle.ang.asdeg(), sectnum(ps[snum].cursector), + ps[snum].player_int_pos().X, ps[snum].player_int_pos().Y, ps[snum].player_int_pos().Z, ps[snum].angle.ang.asdeg(), sectnum(ps[snum].cursector), ps[snum].cursector->lotag, ps[snum].cursector->hitag); return out; @@ -279,15 +279,15 @@ void drawoverlays(double smoothratio) } else { - cposx = interpolatedvalue(pp->__int_opos.X, pp->__int_pos.X, smoothratio); - cposy = interpolatedvalue(pp->__int_opos.Y, pp->__int_pos.Y, smoothratio); + cposx = interpolatedvalue(pp->player_int_opos().X, pp->player_int_pos().X, smoothratio); + cposy = interpolatedvalue(pp->player_int_opos().Y, pp->player_int_pos().Y, smoothratio); cang = (!SyncInput() ? pp->angle.ang : interpolatedangle(pp->angle.oang, pp->angle.ang, smoothratio)).asbuild(); } } else { - cposx = pp->__int_opos.X; - cposy = pp->__int_opos.Y; + cposx = pp->player_int_opos().X; + cposy = pp->player_int_opos().Y; cang = pp->angle.oang.asbuild(); } DrawOverheadMap(cposx, cposy, cang, smoothratio); @@ -577,7 +577,7 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int else i = TILE_APLAYERTOP; - j = abs(int(pp.truefz * zworldtoint) - pp.__int_pos.Z) >> 8; + j = abs(int(pp.truefz * zworldtoint) - pp.player_int_pos().Z) >> 8; j = czoom * (act->spr.yrepeat + j); if (j < 22000) j = 22000; diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index 918491356..bee6f58ad 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -326,15 +326,15 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, break; case PLAYER_POSX: // oh, my... :( Writing to these has been disabled until I know how to do it without the engine shitting all over itself. - if (!bSet) SetGameVarID(lVar2, ps[iPlayer].__int_pos.X, sActor, sPlayer); + if (!bSet) SetGameVarID(lVar2, ps[iPlayer].player_int_pos().X, sActor, sPlayer); break; case PLAYER_POSY: - if (!bSet) SetGameVarID(lVar2, ps[iPlayer].__int_pos.Y, sActor, sPlayer); + if (!bSet) SetGameVarID(lVar2, ps[iPlayer].player_int_pos().Y, sActor, sPlayer); break; case PLAYER_POSZ: - if (!bSet) SetGameVarID(lVar2, ps[iPlayer].__int_pos.Z, sActor, sPlayer); + if (!bSet) SetGameVarID(lVar2, ps[iPlayer].player_int_pos().Z, sActor, sPlayer); break; case PLAYER_HORIZ: @@ -379,17 +379,17 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, case PLAYER_OPOSX: if (bSet) ps[iPlayer].__int_opos.X = lValue; - else SetGameVarID(lVar2, ps[iPlayer].__int_opos.X, sActor, sPlayer); + else SetGameVarID(lVar2, ps[iPlayer].player_int_opos().X, sActor, sPlayer); break; case PLAYER_OPOSY: if (bSet) ps[iPlayer].__int_opos.Y = lValue; - else SetGameVarID(lVar2, ps[iPlayer].__int_opos.Y, sActor, sPlayer); + else SetGameVarID(lVar2, ps[iPlayer].player_int_opos().Y, sActor, sPlayer); break; case PLAYER_OPOSZ: if (bSet) ps[iPlayer].__int_opos.Z = lValue; - else SetGameVarID(lVar2, ps[iPlayer].__int_opos.Z, sActor, sPlayer); + else SetGameVarID(lVar2, ps[iPlayer].player_int_opos().Z, sActor, sPlayer); break; case PLAYER_PYOFF: @@ -1522,12 +1522,12 @@ int ParseState::parse(void) parseifelse(ifcanshoottarget(g_ac, g_p, g_x)); break; case concmd_ifcanseetarget: - j = cansee(g_ac->int_pos().X, g_ac->int_pos().Y, g_ac->int_pos().Z - ((krand() & 41) << 8), g_ac->sector(), ps[g_p].__int_pos.X, ps[g_p].__int_pos.Y, ps[g_p].__int_pos.Z/*-((krand()&41)<<8)*/, ps[g_p].GetActor()->sector()); + j = cansee(g_ac->int_pos().X, g_ac->int_pos().Y, g_ac->int_pos().Z - ((krand() & 41) << 8), g_ac->sector(), ps[g_p].player_int_pos().X, ps[g_p].player_int_pos().Y, ps[g_p].__int_pos.Z/*-((krand()&41)<<8)*/, ps[g_p].GetActor()->sector()); parseifelse(j); if (j) g_ac->timetosleep = SLEEPTIME; break; case concmd_ifnocover: - j = cansee(g_ac->int_pos().X, g_ac->int_pos().Y, g_ac->int_pos().Z, g_ac->sector(), ps[g_p].__int_pos.X, ps[g_p].__int_pos.Y, ps[g_p].__int_pos.Z, ps[g_p].GetActor()->sector()); + j = cansee(g_ac->int_pos().X, g_ac->int_pos().Y, g_ac->int_pos().Z, g_ac->sector(), ps[g_p].player_int_pos().X, ps[g_p].player_int_pos().Y, ps[g_p].player_int_pos().Z, ps[g_p].GetActor()->sector()); parseifelse(j); if (j) g_ac->timetosleep = SLEEPTIME; break; @@ -1982,7 +1982,7 @@ int ParseState::parse(void) case concmd_larrybird: insptr++; ps[g_p].__int_pos.Z = ps[g_p].GetActor()->sector()->int_ceilingz(); - ps[g_p].GetActor()->set_int_z(ps[g_p].__int_pos.Z); + ps[g_p].GetActor()->set_int_z(ps[g_p].player_int_pos().Z); break; case concmd_destroyit: insptr++; @@ -2047,11 +2047,11 @@ int ParseState::parse(void) if(!isRR() && ps[g_p].newOwner != nullptr) { ps[g_p].newOwner = nullptr; - ps[g_p].__int_pos.X = ps[g_p].__int_opos.X; - ps[g_p].__int_pos.Y = ps[g_p].__int_opos.Y; - ps[g_p].__int_pos.Z = ps[g_p].__int_opos.Z; + ps[g_p].__int_pos.X = ps[g_p].player_int_opos().X; + ps[g_p].__int_pos.Y = ps[g_p].player_int_opos().Y; + ps[g_p].__int_pos.Z = ps[g_p].player_int_opos().Z; ps[g_p].angle.restore(); - updatesector(ps[g_p].__int_pos.X,ps[g_p].__int_pos.Y,&ps[g_p].cursector); + updatesector(ps[g_p].player_int_pos().X,ps[g_p].player_int_pos().Y,&ps[g_p].cursector); DukeStatIterator it(STAT_ACTOR); while (auto actj = it.Next()) @@ -2226,10 +2226,10 @@ int ParseState::parse(void) { // I am not convinced this is even remotely smart to be executed from here.. pickrandomspot(g_p); - g_ac->set_int_pos({ ps[g_p].bobpos.X = ps[g_p].__int_opos.X = ps[g_p].__int_pos.X, ps[g_p].bobpos.Y = ps[g_p].__int_opos.Y = ps[g_p].__int_pos.Y, ps[g_p].__int_opos.Z = ps[g_p].__int_pos.Z }); + g_ac->set_int_pos({ ps[g_p].bobpos.X = ps[g_p].__int_opos.X = ps[g_p].player_int_pos().X, ps[g_p].bobpos.Y = ps[g_p].__int_opos.Y = ps[g_p].player_int_pos().Y, ps[g_p].__int_opos.Z = ps[g_p].__int_pos.Z }); g_ac->backuppos(); - updatesector(ps[g_p].__int_pos.X, ps[g_p].__int_pos.Y, &ps[g_p].cursector); - SetActor(ps[g_p].GetActor(), { ps[g_p].__int_pos.X, ps[g_p].__int_pos.Y, ps[g_p].__int_pos.Z + gs.int_playerheight }); + updatesector(ps[g_p].player_int_pos().X, ps[g_p].player_int_pos().Y, &ps[g_p].cursector); + SetActor(ps[g_p].GetActor(), { ps[g_p].player_int_pos().X, ps[g_p].player_int_pos().Y, ps[g_p].player_int_pos().Z + gs.int_playerheight }); g_ac->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; g_ac->spr.shade = -12; @@ -2403,7 +2403,7 @@ int ParseState::parse(void) j = 1; else if( (l& prunning) && s >= 8 && PlayerInput(g_p, SB_RUN) ) j = 1; - else if( (l& phigher) && ps[g_p].__int_pos.Z < (g_ac->int_pos().Z-(48<<8)) ) + else if( (l& phigher) && ps[g_p].player_int_pos().Z < (g_ac->int_pos().Z-(48<<8)) ) j = 1; else if( (l& pwalkingback) && s <= -8 && !(PlayerInput(g_p, SB_RUN)) ) j = 1; @@ -2426,9 +2426,9 @@ int ParseState::parse(void) else if( (l& pfacing) ) { if (g_ac->isPlayer() && ud.multimode > 1) - j = getincangle(ps[otherp].angle.ang.asbuild(), getangle(ps[g_p].__int_pos.X - ps[otherp].__int_pos.X, ps[g_p].__int_pos.Y - ps[otherp].__int_pos.Y)); + j = getincangle(ps[otherp].angle.ang.asbuild(), getangle(ps[g_p].player_int_pos().X - ps[otherp].player_int_pos().X, ps[g_p].player_int_pos().Y - ps[otherp].player_int_pos().Y)); else - j = getincangle(ps[g_p].angle.ang.asbuild(), getangle(g_ac->int_pos().X - ps[g_p].__int_pos.X, g_ac->int_pos().Y - ps[g_p].__int_pos.Y)); + j = getincangle(ps[g_p].angle.ang.asbuild(), getangle(g_ac->int_pos().X - ps[g_p].player_int_pos().X, g_ac->int_pos().Y - ps[g_p].player_int_pos().Y)); if( j > -128 && j < 128 ) j = 1; @@ -2792,7 +2792,7 @@ int ParseState::parse(void) case concmd_pstomp: insptr++; if( ps[g_p].knee_incs == 0 && ps[g_p].GetActor()->spr.xrepeat >= (isRR()? 9: 40) ) - if( cansee(g_ac->int_pos().X,g_ac->int_pos().Y,g_ac->int_pos().Z-(4<<8),g_ac->sector(),ps[g_p].__int_pos.X,ps[g_p].__int_pos.Y,ps[g_p].__int_pos.Z+(16<<8),ps[g_p].GetActor()->sector()) ) + if( cansee(g_ac->int_pos().X,g_ac->int_pos().Y,g_ac->int_pos().Z-(4<<8),g_ac->sector(),ps[g_p].player_int_pos().X,ps[g_p].player_int_pos().Y,ps[g_p].__int_pos.Z+(16<<8),ps[g_p].GetActor()->sector()) ) { ps[g_p].knee_incs = 1; if(ps[g_p].weapon_pos == 0) diff --git a/source/games/duke/src/input.cpp b/source/games/duke/src/input.cpp index 89bdc377d..771e6a7c7 100644 --- a/source/games/duke/src/input.cpp +++ b/source/games/duke/src/input.cpp @@ -285,9 +285,9 @@ void hud_input(int plnum) auto pactor = EGS(p->cursector, - p->__int_pos.X, - p->__int_pos.Y, - p->__int_pos.Z + (30 << 8), TILE_APLAYER, -64, 0, 0, p->angle.ang.asbuild(), 0, 0, nullptr, 10); + p->player_int_pos().X, + p->player_int_pos().Y, + p->player_int_pos().Z + (30 << 8), TILE_APLAYER, -64, 0, 0, p->angle.ang.asbuild(), 0, 0, nullptr, 10); pactor->temp_data[3] = pactor->temp_data[4] = 0; p->holoduke_on = pactor; pactor->spr.yvel = plnum; diff --git a/source/games/duke/src/noise.cpp b/source/games/duke/src/noise.cpp index 3ff558a6d..f898661cc 100644 --- a/source/games/duke/src/noise.cpp +++ b/source/games/duke/src/noise.cpp @@ -35,8 +35,8 @@ int madenoise(int snum) player_struct *p; p = &ps[snum]; p->donoise = 1; - p->noise.X = p->__int_pos.X; - p->noise.Y = p->__int_pos.Y; + p->noise.X = p->player_int_pos().X; + p->noise.Y = p->player_int_pos().Y; return 1; } diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index e3274b23c..4beec1e81 100644 --- a/source/games/duke/src/player.cpp +++ b/source/games/duke/src/player.cpp @@ -511,8 +511,8 @@ void footprints(int snum) while (auto act = it.Next()) { if (act->spr.picnum == TILE_FOOTPRINTS || act->spr.picnum == TILE_FOOTPRINTS2 || act->spr.picnum == TILE_FOOTPRINTS3 || act->spr.picnum == TILE_FOOTPRINTS4) - if (abs(act->int_pos().X - p->__int_pos.X) < 384) - if (abs(act->int_pos().Y - p->__int_pos.Y) < 384) + if (abs(act->int_pos().X - p->player_int_pos().X) < 384) + if (abs(act->int_pos().Y - p->player_int_pos().Y) < 384) { j = 1; break; @@ -612,7 +612,7 @@ void playerisdead(int snum, int psectlotag, int fz, int cz) { if (p->on_warping_sector == 0) { - if (abs(p->__int_pos.Z - fz) > (gs.int_playerheight >> 1)) + if (abs(p->player_int_pos().Z - fz) > (gs.int_playerheight >> 1)) p->__int_pos.Z += 348; } else @@ -629,12 +629,12 @@ void playerisdead(int snum, int psectlotag, int fz, int cz) p->horizon.horizoff = p->horizon.horiz = q16horiz(0); - updatesector(p->__int_pos.X, p->__int_pos.Y, &p->cursector); + updatesector(p->player_int_pos().X, p->player_int_pos().Y, &p->cursector); pushmove(&p->__int_pos, &p->cursector, 128L, (4 << 8), (20 << 8), CLIPMASK0); if (fz > cz + (16 << 8) && actor->spr.pal != 1) - p->angle.rotscrnang = buildang(p->dead_flag + ((fz + p->__int_pos.Z) >> 7)); + p->angle.rotscrnang = buildang(p->dead_flag + ((fz + p->player_int_pos().Z) >> 7)); p->on_warping_sector = 0; @@ -769,18 +769,18 @@ void player_struct::backuppos(bool noclipping) { if (!noclipping) { - __int_opos.X = __int_pos.X; - __int_opos.Y = __int_pos.Y; + __int_opos.X = player_int_pos().X; + __int_opos.Y = player_int_pos().Y; } else { - __int_pos.X = __int_opos.X; - __int_pos.Y = __int_opos.Y; + __int_pos.X = player_int_opos().X; + __int_pos.Y = player_int_opos().Y; } - __int_opos.Z = __int_pos.Z; - bobpos.X = __int_pos.X; - bobpos.Y = __int_pos.Y; + __int_opos.Z = player_int_pos().Z; + bobpos.X = player_int_pos().X; + bobpos.Y = player_int_pos().Y; opyoff = pyoff; } diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 2ff39902a..0fa680bf4 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -107,7 +107,7 @@ static void shootfireball(DDukeActor *actor, int p, int sx, int sy, int sz, int sa += 16 - (krand() & 31); int scratch; int j = findplayer(actor, &scratch); - zvel = (((ps[j].__int_opos.Z - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor); + zvel = (((ps[j].player_int_opos().Z - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor); } else { @@ -159,7 +159,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, int sx, int sy, int { int x; int j = findplayer(actor, &x); - sa = getangle(ps[j].__int_opos.X - sx, ps[j].__int_opos.Y - sy); + sa = getangle(ps[j].player_int_opos().X - sx, ps[j].player_int_opos().Y - sy); if (actor->spr.picnum == BOSS5) { @@ -171,7 +171,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, int sx, int sy, int int l = ldist(ps[j].GetActor(), actor); if (l != 0) - zvel = ((ps[j].__int_opos.Z - sz) * vel) / l; + zvel = ((ps[j].player_int_opos().Z - sz) * vel) / l; if (badguy(actor) && (actor->spr.hitag & face_player_smart) != 0) sa = (short)(actor->spr.ang + (krand() & 31) - 16); @@ -184,7 +184,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, int sx, int sy, int zvel = -MulScale(ps[p].horizon.sum().asq16(), 81, 16); if (ps[p].GetActor()->spr.xvel != 0) vel = (int)((((512 - (1024 - - abs(abs(getangle(sx - ps[p].__int_opos.X, sy - ps[p].__int_opos.Y) - sa) - 1024))) + - abs(abs(getangle(sx - ps[p].player_int_opos().X, sy - ps[p].__int_opos.Y) - sa) - 1024))) * 0.001953125f) * ps[p].GetActor()->spr.xvel) + 400); if (actor->sector()->lotag == 2 && (krand() % 5) == 0) spawned = spawn(actor, WATERBUBBLE); @@ -382,7 +382,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa int x; int j = findplayer(actor, &x); sz -= (4 << 8); - zvel = ((ps[j].__int_pos.Z - sz) << 8) / (ldist(ps[j].GetActor(), actor)); + zvel = ((ps[j].player_int_pos().Z - sz) << 8) / (ldist(ps[j].GetActor(), actor)); if (actor->spr.picnum != BOSS1) { zvel += 128 - (krand() & 255); @@ -391,7 +391,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa else { zvel += 128 - (krand() & 255); - sa = getangle(ps[j].__int_pos.X - sx, ps[j].__int_pos.Y - sy) + 64 - (krand() & 127); + sa = getangle(ps[j].player_int_pos().X - sx, ps[j].player_int_pos().Y - sy) + 64 - (krand() & 127); } } @@ -604,7 +604,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int j = findplayer(actor, &x); // sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy); sa += 16 - (krand() & 31); - zvel = (((ps[j].__int_opos.Z - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor); + zvel = (((ps[j].player_int_opos().Z - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor); } int oldzvel = zvel; @@ -703,7 +703,7 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i { int x; int j = findplayer(actor, &x); - sa = getangle(ps[j].__int_opos.X - sx, ps[j].__int_opos.Y - sy); + sa = getangle(ps[j].player_int_opos().X - sx, ps[j].player_int_opos().Y - sy); if (actor->spr.picnum == BOSS3) { int zoffs = (32 << 8); @@ -721,7 +721,7 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i } l = ldist(ps[j].GetActor(), actor); - zvel = ((ps[j].__int_opos.Z - sz) * vel) / l; + zvel = ((ps[j].player_int_opos().Z - sz) * vel) / l; if (badguy(actor) && (actor->spr.hitag & face_player_smart)) sa = actor->spr.ang + (krand() & 31) - 16; @@ -947,7 +947,7 @@ static void shootgrowspark(DDukeActor* actor, int p, int sx, int sy, int sz, int int x; int j = findplayer(actor, &x); sz -= (4 << 8); - zvel = ((ps[j].__int_pos.Z - sz) << 8) / (ldist(ps[j].GetActor(), actor)); + zvel = ((ps[j].player_int_pos().Z - sz) << 8) / (ldist(ps[j].GetActor(), actor)); zvel += 128 - (krand() & 255); sa += 32 - (krand() & 63); } @@ -1016,9 +1016,9 @@ void shoot_d(DDukeActor* actor, int atwith) if (actor->isPlayer()) { - sx = ps[p].__int_pos.X; - sy = ps[p].__int_pos.Y; - sz = ps[p].__int_pos.Z + ps[p].pyoff + (4 << 8); + sx = ps[p].player_int_pos().X; + sy = ps[p].player_int_pos().Y; + sz = ps[p].player_int_pos().Z + ps[p].pyoff + (4 << 8); sa = ps[p].angle.ang.asbuild(); ps[p].crack_time = CRACK_TIME; @@ -1148,7 +1148,7 @@ void shoot_d(DDukeActor* actor, int atwith) { j = findplayer(actor, &x); l = ldist(ps[j].GetActor(), actor); - zvel = ((ps[j].__int_opos.Z - sz) * 512) / l; + zvel = ((ps[j].player_int_opos().Z - sz) * 512) / l; } else zvel = 0; @@ -1726,9 +1726,9 @@ static void operateJetpack(int snum, ESyncBits actions, int psectlotag, int fz, if (psectlotag != 2 && p->scuba_on == 1) p->scuba_on = 0; - if (p->__int_pos.Z > (fz - (k << 8))) - p->__int_pos.Z += ((fz - (k << 8)) - p->__int_pos.Z) >> 1; - if (p->__int_pos.Z < (pact->actor_int_ceilingz() + (18 << 8))) + if (p->player_int_pos().Z > (fz - (k << 8))) + p->__int_pos.Z += ((fz - (k << 8)) - p->player_int_pos().Z) >> 1; + if (p->player_int_pos().Z < (pact->actor_int_ceilingz() + (18 << 8))) p->__int_pos.Z = pact->actor_int_ceilingz() + (18 << 8); } @@ -1783,11 +1783,11 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int footprints(snum); } - if (p->__int_pos.Z < (fz - (i << 8))) //falling + if (p->player_int_pos().Z < (fz - (i << 8))) //falling { // not jumping or crouching - if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (psect->floorstat & CSTAT_SECTOR_SLOPE) && p->__int_pos.Z >= (fz - (i << 8) - (16 << 8))) + if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (psect->floorstat & CSTAT_SECTOR_SLOPE) && p->player_int_pos().Z >= (fz - (i << 8) - (16 << 8))) p->__int_pos.Z = fz - (i << 8); else { @@ -1801,7 +1801,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int S_PlayActorSound(DUKE_SCREAM, pact); } - if ((p->__int_pos.Z + p->vel.Z) >= (fz - (i << 8))) // hit the ground + if ((p->player_int_pos().Z + p->vel.Z) >= (fz - (i << 8))) // hit the ground { S_StopSound(DUKE_SCREAM, pact); if (!p->insector() || p->cursector->lotag != 1) @@ -1845,7 +1845,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int { //Smooth on the ground - int k = ((fz - (i << 8)) - p->__int_pos.Z) >> 1; + int k = ((fz - (i << 8)) - p->player_int_pos().Z) >> 1; if (abs(k) < 256) k = 0; p->__int_pos.Z += k; p->vel.Z -= 768; @@ -1853,8 +1853,8 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int } else if (p->jumping_counter == 0) { - p->__int_pos.Z += ((fz - (i << 7)) - p->__int_pos.Z) >> 1; //Smooth on the water - if (p->on_warping_sector == 0 && p->__int_pos.Z > fz - (16 << 8)) + p->__int_pos.Z += ((fz - (i << 7)) - p->player_int_pos().Z) >> 1; //Smooth on the water + if (p->on_warping_sector == 0 && p->player_int_pos().Z > fz - (16 << 8)) { p->__int_pos.Z = fz - (16 << 8); p->vel.Z >>= 1; @@ -1909,7 +1909,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int p->__int_pos.Z += p->vel.Z; - if (p->__int_pos.Z < (cz + (4 << 8))) + if (p->player_int_pos().Z < (cz + (4 << 8))) { p->jumping_counter = 0; if (p->vel.Z < 0) @@ -1976,10 +1976,10 @@ static void underwater(int snum, ESyncBits actions, int fz, int cz) p->__int_pos.Z += p->vel.Z; - if (p->__int_pos.Z > (fz - (15 << 8))) - p->__int_pos.Z += ((fz - (15 << 8)) - p->__int_pos.Z) >> 1; + if (p->player_int_pos().Z > (fz - (15 << 8))) + p->__int_pos.Z += ((fz - (15 << 8)) - p->player_int_pos().Z) >> 1; - if (p->__int_pos.Z < (cz + (4 << 8))) + if (p->player_int_pos().Z < (cz + (4 << 8))) { p->__int_pos.Z = cz + (4 << 8); p->vel.Z = 0; @@ -1993,7 +1993,7 @@ static void underwater(int snum, ESyncBits actions, int fz, int cz) j->add_int_pos({ bcos(p->angle.ang.asbuild() + 64 - (global_random & 128), -6), bsin(p->angle.ang.asbuild() + 64 - (global_random & 128), -6), 0 }); j->spr.xrepeat = 3; j->spr.yrepeat = 2; - j->set_int_z(p->__int_pos.Z + (8 << 8)); + j->set_int_z(p->player_int_pos().Z + (8 << 8)); } } } @@ -2032,9 +2032,9 @@ int operateTripbomb(int snum) if (act == nullptr && hit.hitWall != nullptr && (hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0) if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag <= 2) || (!hit.hitWall->twoSided() && hit.hitSector->lotag <= 2)) - if (((hit.hitpos.X - p->__int_pos.X) * (hit.hitpos.X - p->__int_pos.X) + (hit.hitpos.Y - p->__int_pos.Y) * (hit.hitpos.Y - p->__int_pos.Y)) < (290 * 290)) + if (((hit.hitpos.X - p->player_int_pos().X) * (hit.hitpos.X - p->player_int_pos().X) + (hit.hitpos.Y - p->player_int_pos().Y) * (hit.hitpos.Y - p->player_int_pos().Y)) < (290 * 290)) { - p->__int_pos.Z = p->__int_opos.Z; + p->__int_pos.Z = p->player_int_opos().Z; p->vel.Z = 0; return 1; } @@ -2199,9 +2199,9 @@ static void operateweapon(int snum, ESyncBits actions) } auto spawned = EGS(p->cursector, - p->__int_pos.X + p->angle.ang.bcos(-6), - p->__int_pos.Y + p->angle.ang.bsin(-6), - p->__int_pos.Z, HEAVYHBOMB, -16, 9, 9, + p->player_int_pos().X + p->angle.ang.bcos(-6), + p->player_int_pos().Y + p->angle.ang.bsin(-6), + p->player_int_pos().Z, HEAVYHBOMB, -16, 9, 9, p->angle.ang.asbuild(), (k + (p->hbomb_hold_delay << 5)), i, pact, 1); if (isNam()) @@ -2572,7 +2572,7 @@ static void operateweapon(int snum, ESyncBits actions) case TRIPBOMB_WEAPON: // Claymore in NAM if (p->kickback_pic < 4) { - p->__int_pos.Z = p->__int_opos.Z; + p->__int_pos.Z = p->player_int_opos().Z; p->vel.Z = 0; if (p->kickback_pic == 3) fi.shoot(pact, HANDHOLDINGLASER); @@ -2738,12 +2738,12 @@ void processinput_d(int snum) shrunk = (pact->spr.yrepeat < 32); getzrange(p->__int_pos, psectp, &cz, chz, &fz, clz, 163, CLIPMASK0); - j = getflorzofslopeptr(psectp, p->__int_pos.X, p->__int_pos.Y); + j = getflorzofslopeptr(psectp, p->player_int_pos().X, p->player_int_pos().Y); p->truefz = j * zinttoworld; - p->truecz = getceilzofslopeptr(psectp, p->__int_pos.X, p->__int_pos.Y) * zinttoworld; + p->truecz = getceilzofslopeptr(psectp, p->player_int_pos().X, p->player_int_pos().Y) * zinttoworld; - truefdist = abs(p->__int_pos.Z - j); + truefdist = abs(p->player_int_pos().Z - j); if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.int_playerheight + (16 << 8)) psectlotag = 0; @@ -2775,7 +2775,7 @@ void processinput_d(int snum) } else if (badguy(clz.actor()) && clz.actor()->spr.xrepeat > 24 && abs(pact->int_pos().Z - clz.actor()->int_pos().Z) < (84 << 8)) { - j = getangle(clz.actor()->int_pos().X - p->__int_pos.X, clz.actor()->int_pos().Y - p->__int_pos.Y); + j = getangle(clz.actor()->int_pos().X - p->player_int_pos().X, clz.actor()->int_pos().Y - p->player_int_pos().Y); p->vel.X -= bcos(j, 4); p->vel.Y -= bsin(j, 4); } @@ -2855,7 +2855,7 @@ void processinput_d(int snum) p->playerweaponsway(pact->spr.xvel); - pact->spr.xvel = clamp(ksqrt((p->__int_pos.X - p->bobpos.X) * (p->__int_pos.X - p->bobpos.X) + (p->__int_pos.Y - p->bobpos.Y) * (p->__int_pos.Y - p->bobpos.Y)), 0, 512); + pact->spr.xvel = clamp(ksqrt((p->player_int_pos().X - p->bobpos.X) * (p->player_int_pos().X - p->bobpos.X) + (p->player_int_pos().Y - p->bobpos.Y) * (p->player_int_pos().Y - p->bobpos.Y)), 0, 512); if (p->on_ground) p->bobcounter += p->GetActor()->spr.xvel >> 1; p->backuppos(ud.clipping == 0 && ((p->insector() && p->cursector->floorpicnum == MIRROR) || !p->insector())); @@ -3027,8 +3027,8 @@ HORIZONLY: if (ud.clipping) { p->__int_pos.X += p->vel.X >> 14; - p->__int_pos.Y += p->vel.Y >> 14; - updatesector(p->__int_pos.X, p->__int_pos.Y, &p->cursector); + p->__int_pos.Y +=p->vel.Y >> 14; + updatesector(p->player_int_pos().X, p->player_int_pos().Y, &p->cursector); ChangeActorSect(pact, p->cursector); } else @@ -3056,7 +3056,7 @@ HORIZONLY: } // RBG*** - SetActor(pact, { p->__int_pos.X, p->__int_pos.Y, p->__int_pos.Z + gs.int_playerheight }); + SetActor(pact, { p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + gs.int_playerheight }); if (psectlotag < 3) { diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 1fbefe28d..5d417ec60 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -244,7 +244,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa int x; int j = findplayer(actor, &x); sz -= (4 << 8); - zvel = ((ps[j].__int_pos.Z - sz) << 8) / (ldist(ps[j].GetActor(), actor)); + zvel = ((ps[j].player_int_pos().Z - sz) << 8) / (ldist(ps[j].GetActor(), actor)); if (actor->spr.picnum != BOSS1) { zvel += 128 - (krand() & 255); @@ -253,7 +253,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa else { zvel += 128 - (krand() & 255); - sa = getangle(ps[j].__int_pos.X - sx, ps[j].__int_pos.Y - sy) + 64 - (krand() & 127); + sa = getangle(ps[j].player_int_pos().X - sx, ps[j].player_int_pos().Y - sy) + 64 - (krand() & 127); } } @@ -529,7 +529,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, else if (actor->spr.picnum != UFOBEAM) sa += 16 - (krand() & 31); - zvel = (((ps[j].__int_opos.Z - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor); + zvel = (((ps[j].player_int_opos().Z - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor); } int oldzvel = zvel; @@ -644,7 +644,7 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i { int x; int j = findplayer(actor, &x); - sa = getangle(ps[j].__int_opos.X - sx, ps[j].__int_opos.Y - sy); + sa = getangle(ps[j].player_int_opos().X - sx, ps[j].player_int_opos().Y - sy); if (actor->spr.picnum == BOSS3) sz -= (32 << 8); else if (actor->spr.picnum == BOSS2) @@ -654,7 +654,7 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i } l = ldist(ps[j].GetActor(), actor); - zvel = ((ps[j].__int_opos.Z - sz) * vel) / l; + zvel = ((ps[j].player_int_opos().Z - sz) * vel) / l; if (badguy(actor) && (actor->spr.hitag & face_player_smart)) sa = actor->spr.ang + (krand() & 31) - 16; @@ -791,7 +791,7 @@ static void shootwhip(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, sa -= (krand() & 16); else sa += 16 - (krand() & 31); - zvel = (((ps[j].__int_opos.Z - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor); + zvel = (((ps[j].player_int_opos().Z - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor); } int oldzvel = zvel; @@ -835,9 +835,9 @@ void shoot_r(DDukeActor* actor, int atwith) { p = actor->spr.yvel; - sx = ps[p].__int_pos.X; - sy = ps[p].__int_pos.Y; - sz = ps[p].__int_pos.Z + ps[p].pyoff + (4 << 8); + sx = ps[p].player_int_pos().X; + sy = ps[p].player_int_pos().Y; + sz = ps[p].player_int_pos().Z + ps[p].pyoff + (4 << 8); sa = ps[p].angle.ang.asbuild(); if (isRRRA()) ps[p].crack_time = CRACK_TIME; @@ -2115,15 +2115,15 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int footprints(snum); } - if (p->__int_pos.Z < (fz - (i << 8))) //falling + if (p->player_int_pos().Z < (fz - (i << 8))) //falling { - if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (psect->floorstat & CSTAT_SECTOR_SLOPE) && p->__int_pos.Z >= (fz - (i << 8) - (16 << 8))) + if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (psect->floorstat & CSTAT_SECTOR_SLOPE) && p->player_int_pos().Z >= (fz - (i << 8) - (16 << 8))) p->__int_pos.Z = fz - (i << 8); else { p->on_ground = 0; - if ((p->OnMotorcycle || p->OnBoat) && fz - (i << 8) * 2 > p->__int_pos.Z) + if ((p->OnMotorcycle || p->OnBoat) && fz - (i << 8) * 2 > p->player_int_pos().Z) { if (p->MotoOnGround) { @@ -2153,7 +2153,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int S_PlayActorSound(DUKE_SCREAM, pact); } - if ((p->__int_pos.Z + p->vel.Z) >= (fz - (i << 8))) // hit the ground + if ((p->player_int_pos().Z + p->vel.Z) >= (fz - (i << 8))) // hit the ground { S_StopSound(DUKE_SCREAM, pact); if (!p->insector() || p->cursector->lotag != 1) @@ -2213,7 +2213,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int { //Smooth on the ground - int k = ((fz - (i << 8)) - p->__int_pos.Z) >> 1; + int k = ((fz - (i << 8)) - p->player_int_pos().Z) >> 1; if (abs(k) < 256) k = 0; p->__int_pos.Z += k; p->vel.Z -= 768; @@ -2221,8 +2221,8 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int } else if (p->jumping_counter == 0) { - p->__int_pos.Z += ((fz - (i << 7)) - p->__int_pos.Z) >> 1; //Smooth on the water - if (p->on_warping_sector == 0 && p->__int_pos.Z > fz - (16 << 8)) + p->__int_pos.Z += ((fz - (i << 7)) - p->player_int_pos().Z) >> 1; //Smooth on the water + if (p->on_warping_sector == 0 && p->player_int_pos().Z > fz - (16 << 8)) { p->__int_pos.Z = fz - (16 << 8); p->vel.Z >>= 1; @@ -2273,7 +2273,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int p->__int_pos.Z += p->vel.Z; - if (p->__int_pos.Z < (cz + (4 << 8))) + if (p->player_int_pos().Z < (cz + (4 << 8))) { p->jumping_counter = 0; if (p->vel.Z < 0) @@ -2336,10 +2336,10 @@ static void underwater(int snum, ESyncBits actions, int fz, int cz) p->__int_pos.Z += p->vel.Z; - if (p->__int_pos.Z > (fz - (15 << 8))) - p->__int_pos.Z += ((fz - (15 << 8)) - p->__int_pos.Z) >> 1; + if (p->player_int_pos().Z > (fz - (15 << 8))) + p->__int_pos.Z += ((fz - (15 << 8)) - p->player_int_pos().Z) >> 1; - if (p->__int_pos.Z < (cz + (4 << 8))) + if (p->player_int_pos().Z < (cz + (4 << 8))) { p->__int_pos.Z = cz + (4 << 8); p->vel.Z = 0; @@ -2353,7 +2353,7 @@ static void underwater(int snum, ESyncBits actions, int fz, int cz) j->add_int_pos({ bcos(p->angle.ang.asbuild() + 64 - (global_random & 128) + 128, -6), bsin(p->angle.ang.asbuild() + 64 - (global_random & 128) + 128, -6), 0 }); j->spr.xrepeat = 3; j->spr.yrepeat = 2; - j->set_int_z(p->__int_pos.Z + (8 << 8)); + j->set_int_z(p->player_int_pos().Z + (8 << 8)); j->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT; } } @@ -2745,9 +2745,9 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) } auto spawned = EGS(p->cursector, - p->__int_pos.X + p->angle.ang.bcos(-6), - p->__int_pos.Y + p->angle.ang.bsin(-6), - p->__int_pos.Z, HEAVYHBOMB, -16, 9, 9, + p->player_int_pos().X + p->angle.ang.bcos(-6), + p->player_int_pos().Y + p->angle.ang.bsin(-6), + p->player_int_pos().Z, HEAVYHBOMB, -16, 9, 9, p->angle.ang.asbuild(), (k + (p->hbomb_hold_delay << 5)) * 2, i, pact, 1); if (spawned) @@ -3161,9 +3161,9 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) } EGS(p->cursector, - p->__int_pos.X + p->angle.ang.bcos(-6), - p->__int_pos.Y + p->angle.ang.bsin(-6), - p->__int_pos.Z, POWDERKEG, -16, 9, 9, + p->player_int_pos().X + p->angle.ang.bcos(-6), + p->player_int_pos().Y + p->angle.ang.bsin(-6), + p->player_int_pos().Z, POWDERKEG, -16, 9, 9, p->angle.ang.asbuild(), k * 2, i, pact, 1); } p->kickback_pic++; @@ -3380,7 +3380,7 @@ void processinput_r(int snum) while (auto act2 = it.Next()) { if (act2->spr.picnum == RRTILE380) - if (act2->int_pos().Z - (8 << 8) < p->__int_pos.Z) + if (act2->int_pos().Z - (8 << 8) < p->player_int_pos().Z) psectlotag = 2; } } @@ -3402,18 +3402,18 @@ void processinput_r(int snum) if (pact->spr.clipdist == 64) { getzrange(p->__int_pos, psectp, &cz, chz, &fz, clz, 163L, CLIPMASK0); - tempfz = getflorzofslopeptr(psectp, p->__int_pos.X, p->__int_pos.Y); + tempfz = getflorzofslopeptr(psectp, p->player_int_pos().X, p->player_int_pos().Y); } else { getzrange(p->__int_pos, psectp, &cz, chz, &fz, clz, 4L, CLIPMASK0); - tempfz = getflorzofslopeptr(psectp, p->__int_pos.X, p->__int_pos.Y); + tempfz = getflorzofslopeptr(psectp, p->player_int_pos().X, p->player_int_pos().Y); } p->truefz = tempfz * zinttoworld; - p->truecz = getceilzofslopeptr(psectp, p->__int_pos.X, p->__int_pos.Y) * zinttoworld; + p->truecz = getceilzofslopeptr(psectp, p->player_int_pos().X, p->player_int_pos().Y) * zinttoworld; - truefdist = abs(p->__int_pos.Z - tempfz); + truefdist = abs(p->player_int_pos().Z - tempfz); if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.int_playerheight + (16 << 8)) psectlotag = 0; @@ -3475,7 +3475,7 @@ void processinput_r(int snum) } else if (badguy(clz.actor()) && clz.actor()->spr.xrepeat > 24 && abs(pact->int_pos().Z - clz.actor()->int_pos().Z) < (84 << 8)) { - int j = getangle(clz.actor()->int_pos().X - p->__int_pos.X, clz.actor()->int_pos().Y - p->__int_pos.Y); + int j = getangle(clz.actor()->int_pos().X - p->player_int_pos().X, clz.actor()->int_pos().Y - p->player_int_pos().Y); p->vel.X -= bcos(j, 4); p->vel.Y -= bsin(j, 4); } @@ -3580,7 +3580,7 @@ void processinput_r(int snum) p->playerweaponsway(pact->spr.xvel); - pact->spr.xvel = clamp(ksqrt((p->__int_pos.X - p->bobpos.X) * (p->__int_pos.X - p->bobpos.X) + (p->__int_pos.Y - p->bobpos.Y) * (p->__int_pos.Y - p->bobpos.Y)), 0, 512); + pact->spr.xvel = clamp(ksqrt((p->player_int_pos().X - p->bobpos.X) * (p->player_int_pos().X - p->bobpos.X) + (p->player_int_pos().Y - p->bobpos.Y) * (p->player_int_pos().Y - p->bobpos.Y)), 0, 512); if (p->on_ground) p->bobcounter += p->GetActor()->spr.xvel >> 1; p->backuppos(ud.clipping == 0 && ((p->insector() && p->cursector->floorpicnum == MIRROR) || !p->insector())); @@ -3796,8 +3796,8 @@ HORIZONLY: if (ud.clipping) { p->__int_pos.X += p->vel.X >> 14; - p->__int_pos.Y += p->vel.Y >> 14; - updatesector(p->__int_pos.X, p->__int_pos.Y, &p->cursector); + p->__int_pos.Y +=p->vel.Y >> 14; + updatesector(p->player_int_pos().X, p->player_int_pos().Y, &p->cursector); ChangeActorSect(pact, p->cursector); } else @@ -3898,7 +3898,7 @@ HORIZONLY: } // RBG*** - SetActor(pact, { p->__int_pos.X, p->__int_pos.Y, p->__int_pos.Z + gs.int_playerheight }); + SetActor(pact, { p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + gs.int_playerheight }); if (psectlotag == 800 && (!isRRRA() || !p->lotag800kill)) { diff --git a/source/games/duke/src/player_w.cpp b/source/games/duke/src/player_w.cpp index e0db999b1..8d81c3eb2 100644 --- a/source/games/duke/src/player_w.cpp +++ b/source/games/duke/src/player_w.cpp @@ -342,9 +342,9 @@ void operateweapon_ww(int snum, ESyncBits actions) } auto j = EGS(p->cursector, - p->__int_pos.X + p->angle.ang.bcos(-6), - p->__int_pos.Y + p->angle.ang.bsin(-6), - p->__int_pos.Z, HEAVYHBOMB, -16, 9, 9, + p->player_int_pos().X + p->angle.ang.bcos(-6), + p->player_int_pos().Y + p->angle.ang.bsin(-6), + p->player_int_pos().Z, HEAVYHBOMB, -16, 9, 9, p->angle.ang.asbuild(), (k + (p->hbomb_hold_delay << 5)), i, p->GetActor(), 1); if (j) @@ -439,7 +439,7 @@ void operateweapon_ww(int snum, ESyncBits actions) if (aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_STANDSTILL && p->kickback_pic < (aplWeaponFireDelay(p->curr_weapon, snum) + 1)) { - p->__int_pos.Z = p->__int_opos.Z; + p->__int_pos.Z = p->player_int_opos().Z; p->vel.Z = 0; } if (p->kickback_pic == aplWeaponSound2Time(p->curr_weapon, snum)) diff --git a/source/games/duke/src/prediction.cpp b/source/games/duke/src/prediction.cpp index 0234c7d2b..2ffbedbb2 100644 --- a/source/games/duke/src/prediction.cpp +++ b/source/games/duke/src/prediction.cpp @@ -50,9 +50,9 @@ short myangbak[MOVEFIFOSIZ]; void resetmys() { - myx = omyx = ps[myconnectindex].__int_pos.X; - myy = omyy = ps[myconnectindex].__int_pos.Y; - myz = omyz = ps[myconnectindex].__int_pos.Z; + myx = omyx = ps[myconnectindex].player_int_pos().X; + myy = omyy = ps[myconnectindex].player_int_pos().Y; + myz = omyz = ps[myconnectindex].player_int_pos().Z; myxvel = myyvel = myzvel = 0; myang = ps[myconnectindex].angle.ang; myhoriz = omyhoriz = ps[myconnectindex].horizon.horiz; diff --git a/source/games/duke/src/premap.cpp b/source/games/duke/src/premap.cpp index 83e04b14d..c044e3f8d 100644 --- a/source/games/duke/src/premap.cpp +++ b/source/games/duke/src/premap.cpp @@ -541,7 +541,7 @@ void resetpspritevars(int g) int aimmode[MAXPLAYERS]; STATUSBARTYPE tsbar[MAXPLAYERS]; - EGS(ps[0].cursector, ps[0].__int_pos.X, ps[0].__int_pos.Y, ps[0].__int_pos.Z, + EGS(ps[0].cursector, ps[0].player_int_pos().X, ps[0].player_int_pos().Y, ps[0].player_int_pos().Z, TILE_APLAYER, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, nullptr, 10); if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++) @@ -611,8 +611,8 @@ void resetpspritevars(int g) if (numplayersprites == 0) { - firstx = ps[0].__int_pos.X; - firsty = ps[0].__int_pos.Y; + firstx = ps[0].player_int_pos().X; + firsty = ps[0].player_int_pos().Y; } po[numplayersprites].opos.X = act->int_pos().X; diff --git a/source/games/duke/src/render.cpp b/source/games/duke/src/render.cpp index 2904e804a..9ebb2c870 100644 --- a/source/games/duke/src/render.cpp +++ b/source/games/duke/src/render.cpp @@ -305,9 +305,9 @@ void displayrooms(int snum, double smoothratio, bool sceneonly) else #endif { - cposx = interpolatedvalue(p->__int_opos.X, p->__int_pos.X, smoothratio); - cposy = interpolatedvalue(p->__int_opos.Y, p->__int_pos.Y, smoothratio); - cposz = interpolatedvalue(p->__int_opos.Z, p->__int_pos.Z, smoothratio);; + cposx = interpolatedvalue(p->player_int_opos().X, p->player_int_pos().X, smoothratio); + cposy = interpolatedvalue(p->player_int_opos().Y, p->player_int_pos().Y, smoothratio); + cposz = interpolatedvalue(p->player_int_opos().Z, p->player_int_pos().Z, smoothratio);; if (SyncInput()) { // Original code for when the values are passed through the sync struct diff --git a/source/games/duke/src/savegame.cpp b/source/games/duke/src/savegame.cpp index 3cb9b7837..c5e57e2a8 100644 --- a/source/games/duke/src/savegame.cpp +++ b/source/games/duke/src/savegame.cpp @@ -277,9 +277,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w, .EndObject(); w.invdisptime = 0; - w.__int_opos.X = w.__int_pos.X; - w.__int_opos.Y = w.__int_pos.Y; - w.__int_opos.Z = w.__int_pos.Z; + w.__int_opos.X = w.player_int_pos().X; + w.__int_opos.Y = w.player_int_pos().Y; + w.__int_opos.Z = w.player_int_pos().Z; w.opyoff = w.pyoff; w.backupweapon(); w.sync.actions &= SB_CENTERVIEW|SB_CROUCH; // these are the only bits we need to preserve. diff --git a/source/games/duke/src/sectors.cpp b/source/games/duke/src/sectors.cpp index d370bace5..e0fb1e408 100644 --- a/source/games/duke/src/sectors.cpp +++ b/source/games/duke/src/sectors.cpp @@ -227,7 +227,7 @@ int findplayer(const DDukeActor* actor, int* d) if (ud.multimode < 2) { - if (d) *d = abs(ps[myconnectindex].__int_opos.X - s.X) + abs(ps[myconnectindex].__int_opos.Y - s.Y) + ((abs(ps[myconnectindex].__int_opos.Z - s.Z + (28 << 8))) >> 4); + if (d) *d = abs(ps[myconnectindex].player_int_opos().X - s.X) + abs(ps[myconnectindex].player_int_opos().Y - s.Y) + ((abs(ps[myconnectindex].player_int_opos().Z - s.Z + (28 << 8))) >> 4); return myconnectindex; } @@ -236,7 +236,7 @@ int findplayer(const DDukeActor* actor, int* d) for (j = connecthead; j >= 0; j = connectpoint2[j]) { - x = abs(ps[j].__int_opos.X - s.X) + abs(ps[j].__int_opos.Y - s.Y) + ((abs(ps[j].__int_opos.Z - s.Z + (28 << 8))) >> 4); + x = abs(ps[j].player_int_opos().X - s.X) + abs(ps[j].player_int_opos().Y - s.Y) + ((abs(ps[j].player_int_opos().Z - s.Z + (28 << 8))) >> 4); if (x < closest && ps[j].GetActor()->spr.extra > 0) { closest_player = j; @@ -265,7 +265,7 @@ int findotherplayer(int p, int* d) for (j = connecthead; j >= 0; j = connectpoint2[j]) if (p != j && ps[j].GetActor()->spr.extra > 0) { - x = abs(ps[j].__int_opos.X - ps[p].__int_pos.X) + abs(ps[j].__int_opos.Y - ps[p].__int_pos.Y) + (abs(ps[j].__int_opos.Z - ps[p].__int_pos.Z) >> 4); + x = abs(ps[j].player_int_opos().X - ps[p].player_int_pos().X) + abs(ps[j].player_int_opos().Y - ps[p].player_int_pos().Y) + (abs(ps[j].player_int_opos().Z - ps[p].player_int_pos().Z) >> 4); if (x < closest) { @@ -388,7 +388,7 @@ void doanimations(void) { for (p = connecthead; p >= 0; p = connectpoint2[p]) if (ps[p].cursector == dasectp) - if ((dasectp->int_floorz() - ps[p].__int_pos.Z) < (64 << 8)) + if ((dasectp->int_floorz() - ps[p].player_int_pos().Z) < (64 << 8)) if (ps[p].GetActor()->GetOwner() != nullptr) { ps[p].__int_pos.Z += v; diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index 1ae7b8ab6..e6e564a07 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -922,18 +922,18 @@ void checkplayerhurt_d(struct player_struct* p, const Collision& coll) S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor()); fi.checkhitwall(p->GetActor(), wal, - p->__int_pos.X + p->angle.ang.bcos(-9), - p->__int_pos.Y + p->angle.ang.bsin(-9), - p->__int_pos.Z, -1); + p->player_int_pos().X + p->angle.ang.bcos(-9), + p->player_int_pos().Y + p->angle.ang.bsin(-9), + p->player_int_pos().Z, -1); break; case BIGFORCE: p->hurt_delay = 26; fi.checkhitwall(p->GetActor(), wal, - p->__int_pos.X + p->angle.ang.bcos(-9), - p->__int_pos.Y + p->angle.ang.bsin(-9), - p->__int_pos.Z, -1); + p->player_int_pos().X + p->angle.ang.bcos(-9), + p->player_int_pos().Y + p->angle.ang.bsin(-9), + p->player_int_pos().Z, -1); break; } @@ -1441,12 +1441,12 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj) if (ps[p].newOwner != nullptr) { ps[p].newOwner = nullptr; - ps[p].__int_pos.X = ps[p].__int_opos.X; - ps[p].__int_pos.Y = ps[p].__int_opos.Y; - ps[p].__int_pos.Z = ps[p].__int_opos.Z; + ps[p].__int_pos.X = ps[p].player_int_opos().X; + ps[p].__int_pos.Y = ps[p].player_int_opos().Y; + ps[p].__int_pos.Z = ps[p].player_int_opos().Z; ps[p].angle.restore(); - updatesector(ps[p].__int_pos.X, ps[p].__int_pos.Y, &ps[p].cursector); + updatesector(ps[p].player_int_pos().X, ps[p].player_int_pos().Y, &ps[p].cursector); DukeStatIterator it(STAT_ACTOR); while (auto itActor = it.Next()) @@ -1479,12 +1479,12 @@ void clearcameras(int i, player_struct* p) { if (i < 0) { - p->__int_pos.X = p->__int_opos.X; - p->__int_pos.Y = p->__int_opos.Y; - p->__int_pos.Z = p->__int_opos.Z; + p->__int_pos.X = p->player_int_opos().X; + p->__int_pos.Y = p->player_int_opos().Y; + p->__int_pos.Z = p->player_int_opos().Z; p->newOwner = nullptr; - updatesector(p->__int_pos.X, p->__int_pos.Y, &p->cursector); + updatesector(p->player_int_pos().X, p->player_int_pos().Y, &p->cursector); DukeStatIterator it(STAT_ACTOR); while (auto act = it.Next()) @@ -1593,17 +1593,17 @@ void checksectors_d(int snum) return; } if (p->newOwner != nullptr) - neartag({ p->__int_opos.X, p->__int_opos.Y, p->__int_opos.Z }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280L, 1); + neartag({ p->player_int_opos().X, p->player_int_opos().Y, p->__int_opos.Z }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280L, 1); else { neartag(p->__int_pos, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) - neartag({ p->__int_pos.X, p->__int_pos.Y, p->__int_pos.Z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); + neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) - neartag({ p->__int_pos.X, p->__int_pos.Y, p->__int_pos.Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); + neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) { - neartag({ p->__int_pos.X, p->__int_pos.Y, p->__int_pos.Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 3); + neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 3); if (near.actor() != nullptr) { switch (near.actor()->spr.picnum) diff --git a/source/games/duke/src/sectors_r.cpp b/source/games/duke/src/sectors_r.cpp index c2607abc9..dd9613f3e 100644 --- a/source/games/duke/src/sectors_r.cpp +++ b/source/games/duke/src/sectors_r.cpp @@ -1409,9 +1409,9 @@ void checkplayerhurt_r(struct player_struct* p, const Collision &coll) case BIGFORCE: p->hurt_delay = 26; fi.checkhitwall(p->GetActor(), wal, - p->__int_pos.X + p->angle.ang.bcos(-9), - p->__int_pos.Y + p->angle.ang.bsin(-9), - p->__int_pos.Z, -1); + p->player_int_pos().X + p->angle.ang.bcos(-9), + p->player_int_pos().Y + p->angle.ang.bsin(-9), + p->player_int_pos().Z, -1); break; } @@ -2373,11 +2373,11 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj) if (ps[p].newOwner != nullptr) { ps[p].newOwner = nullptr; - ps[p].__int_pos.X = ps[p].__int_opos.X; - ps[p].__int_pos.Y = ps[p].__int_opos.Y; - ps[p].__int_pos.Z = ps[p].__int_opos.Z; + ps[p].__int_pos.X = ps[p].player_int_opos().X; + ps[p].__int_pos.Y = ps[p].player_int_opos().Y; + ps[p].__int_pos.Z = ps[p].player_int_opos().Z; - updatesector(ps[p].__int_pos.X, ps[p].__int_pos.Y, &ps[p].cursector); + updatesector(ps[p].player_int_pos().X, ps[p].player_int_pos().Y, &ps[p].cursector); DukeStatIterator it(STAT_EFFECTOR); while (auto act = it.Next()) @@ -2530,17 +2530,17 @@ void checksectors_r(int snum) } if (p->newOwner != nullptr) - neartag({ p->__int_opos.X, p->__int_opos.Y, p->__int_opos.Z }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280L, 1); + neartag({ p->player_int_opos().X, p->player_int_opos().Y, p->__int_opos.Z }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280L, 1); else { neartag(p->__int_pos, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) - neartag({ p->__int_pos.X, p->__int_pos.Y, p->__int_pos.Z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); + neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) - neartag({ p->__int_pos.X, p->__int_pos.Y, p->__int_pos.Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); + neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) { - neartag({ p->__int_pos.X, p->__int_pos.Y, p->__int_pos.Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 3); + neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 3); if (near.actor() != nullptr) { switch (near.actor()->spr.picnum) diff --git a/source/games/duke/src/sounds.cpp b/source/games/duke/src/sounds.cpp index dec1a29d5..28a0378d6 100644 --- a/source/games/duke/src/sounds.cpp +++ b/source/games/duke/src/sounds.cpp @@ -317,7 +317,7 @@ void S_GetCamera(vec3_t* c, int32_t* ca, sectortype** cs) if (ud.cameraactor == nullptr) { auto p = &ps[screenpeek]; - if (c) *c = p->__int_pos; + if (c) *c = p->player_int_pos(); if (cs) *cs = p->cursector; if (ca) *ca = p->angle.ang.asbuild(); } diff --git a/source/games/duke/src/spawn.cpp b/source/games/duke/src/spawn.cpp index ab0d70b8d..c116d8592 100644 --- a/source/games/duke/src/spawn.cpp +++ b/source/games/duke/src/spawn.cpp @@ -435,7 +435,7 @@ void initshell(DDukeActor* actj, DDukeActor* act, bool isshell) a = ps[snum].angle.ang.asbuild() - (krand() & 63) + 8; //Fine tune act->temp_data[0] = krand() & 1; - act->set_int_z((3 << 8) + ps[snum].pyoff + ps[snum].__int_pos.Z - (ps[snum].horizon.sum().asq16() >> 12) + (!isshell ? (3 << 8) : 0)); + act->set_int_z((3 << 8) + ps[snum].pyoff + ps[snum].player_int_pos().Z - (ps[snum].horizon.sum().asq16() >> 12) + (!isshell ? (3 << 8) : 0)); act->spr.zvel = -(krand() & 255); } else @@ -530,7 +530,7 @@ void initwaterdrip(DDukeActor* actj, DDukeActor* actor) actor->add_int_z(-(18 << 8)); } else actor->add_int_z(-(13 << 8)); - actor->spr.ang = getangle(ps[connecthead].__int_pos.X - actor->int_pos().X, ps[connecthead].__int_pos.Y - actor->int_pos().Y); + actor->spr.ang = getangle(ps[connecthead].player_int_pos().X - actor->int_pos().X, ps[connecthead].player_int_pos().Y - actor->int_pos().Y); actor->spr.xvel = 48 - (krand() & 31); ssp(actor, CLIPMASK0); } diff --git a/source/games/duke/src/types.h b/source/games/duke/src/types.h index 9583dbac3..465332cb9 100644 --- a/source/games/duke/src/types.h +++ b/source/games/duke/src/types.h @@ -247,7 +247,7 @@ struct player_struct double truefz, truecz; sectortype* cursector; - sectortype* one_parallax_sectnum; // wall + sector references. Make them pointers later? + sectortype* one_parallax_sectnum; // wall + sector references. walltype* access_wall; DDukeActor* actor; TObjPtr actorsqu, wackedbyactor, on_crane, holoduke_on, somethingonplayer, access_spritenum, dummyplayersprite, newOwner; @@ -357,6 +357,18 @@ struct player_struct { return cursector != nullptr; } + + + vec3_t player_int_pos() const + { + return __int_pos; + } + + vec3_t player_int_opos() const + { + return __int_opos; + } + }; struct Cycler