mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 01:11:44 +00:00
- use wrapper functions for pos/opos where possible.
This commit is contained in:
parent
591dcc995a
commit
312ee075d2
23 changed files with 297 additions and 285 deletions
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@ -204,7 +204,7 @@ void clearcamera(player_struct* ps)
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ps->newOwner = nullptr;
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ps->__int_pos = ps->__int_opos;
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ps->angle.restore();
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updatesector(ps->__int_pos.X, ps->__int_pos.Y, &ps->cursector);
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updatesector(ps->player_int_pos().X, ps->player_int_pos().Y, &ps->cursector);
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DukeStatIterator it(STAT_ACTOR);
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while (auto k = it.Next())
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@ -372,7 +372,7 @@ void movedummyplayers(void)
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}
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}
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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 });
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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 });
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SetActor(act, act->int_pos());
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}
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}
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@ -397,7 +397,7 @@ void moveplayers(void)
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{
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if (p->newOwner != nullptr) //Looking thru the camera
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{
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act->set_int_pos({ p->__int_opos.X, p->__int_opos.Y, p->__int_opos.Z + gs.int_playerheight });
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act->set_int_pos({ p->player_int_opos().X, p->player_int_opos().Y, p->player_int_opos().Z + gs.int_playerheight });
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act->backupz();
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act->spr.ang = p->angle.oang.asbuild();
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SetActor(act, act->int_pos());
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@ -440,7 +440,7 @@ void moveplayers(void)
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if (p->actorsqu != nullptr)
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{
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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);
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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);
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}
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if (act->spr.extra > 0)
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@ -463,7 +463,7 @@ void moveplayers(void)
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if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS)
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{
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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);
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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);
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}
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}
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act->spr.ang = p->angle.ang.asbuild();
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@ -1500,7 +1500,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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{
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// if(actor->spr.pal == 12)
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{
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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));
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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));
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if (j > -64 && j < 64 && PlayerInput(p, SB_OPEN))
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if (ps[p].toggle_key_flag == 1)
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{
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@ -1510,7 +1510,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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{
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if (act2->spr.picnum == queball || act2->spr.picnum == stripeball)
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{
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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));
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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));
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if (j > -64 && j < 64)
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{
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int l;
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@ -1532,7 +1532,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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}
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if (x < 512 && actor->sector() == ps[p].cursector)
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{
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actor->spr.ang = getangle(actor->int_pos().X - ps[p].__int_pos.X, actor->int_pos().Y - ps[p].__int_pos.Y);
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actor->spr.ang = getangle(actor->int_pos().X - ps[p].player_int_pos().X, actor->int_pos().Y - ps[p].player_int_pos().Y);
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actor->spr.xvel = 48;
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}
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}
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@ -1678,13 +1678,13 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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fi.shoot(actor, firelaser);
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actor->spr.ang = a;
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}
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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))
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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))
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{
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actor->temp_data[0] = 0;
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actor->temp_data[2] = 0;
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}
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else actor->tempang +=
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getincangle(actor->tempang, getangle(ps[p].__int_pos.X - actor->int_pos().X, ps[p].__int_pos.Y - actor->int_pos().Y)) / 3;
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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;
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}
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else if (actor->temp_data[0] == 2 || actor->temp_data[0] == 3)
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{
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@ -1694,14 +1694,14 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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if (actor->temp_data[0] == 2)
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{
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int l = ps[p].__int_pos.Z - actor->int_pos().Z;
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int l = ps[p].player_int_pos().Z - actor->int_pos().Z;
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if (abs(l) < (48 << 8)) actor->temp_data[0] = 3;
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else actor->add_int_z(Sgn(ps[p].__int_pos.Z - actor->int_pos().Z) << shift); // The shift here differs between Duke and RR.
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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.
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}
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else
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{
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actor->temp_data[2]++;
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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))
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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))
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{
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actor->temp_data[0] = 1;
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actor->temp_data[2] = 0;
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@ -1712,7 +1712,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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fi.shoot(actor, firelaser);
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}
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}
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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;
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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;
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}
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if (actor->temp_data[0] != 2 && actor->temp_data[0] != 3 && Owner)
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@ -2687,8 +2687,8 @@ void handle_se00(DDukeActor* actor)
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vec2_t res;
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rotatepoint(Owner->int_pos().vec2, ps[p].__int_pos.vec2, (q * l), &res);
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ps[p].bobpos.X += res.X - ps[p].__int_pos.X;
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ps[p].bobpos.Y += res.Y - ps[p].__int_pos.Y;
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ps[p].bobpos.X += res.X - ps[p].player_int_pos().X;
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ps[p].bobpos.Y += res.Y - ps[p].player_int_pos().Y;
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ps[p].__int_pos.vec2 = res;
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@ -2811,7 +2811,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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if (x < 20480)
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{
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j = actor->spr.ang;
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actor->spr.ang = getangle(actor->int_pos().X - ps[p].__int_pos.X, actor->int_pos().Y - ps[p].__int_pos.Y);
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actor->spr.ang = getangle(actor->int_pos().X - ps[p].player_int_pos().X, actor->int_pos().Y - ps[p].player_int_pos().Y);
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fi.shoot(actor, RPG);
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actor->spr.ang = j;
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}
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@ -2830,7 +2830,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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if (psp->spr.extra > 0)
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{
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auto k = ps[p].cursector;
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updatesector(ps[p].__int_pos.X, ps[p].__int_pos.Y, &k);
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updatesector(ps[p].player_int_pos().X, ps[p].player_int_pos().Y, &k);
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if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector()))
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{
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ps[p].__int_pos.X = actor->int_pos().X;
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@ -2863,7 +2863,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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rotatepoint(actor->int_pos().vec2, ps[p].__int_pos.vec2, q, &ps[p].__int_pos.vec2);
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ps[p].__int_pos.X += m;
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ps[p].__int_pos.Y += x;
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ps[p].__int_pos.Y +=x;
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ps[p].bobpos.X += m;
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ps[p].bobpos.Y += x;
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@ -2872,12 +2872,12 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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if (numplayers > 1)
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{
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ps[p].__int_opos.X = ps[p].__int_pos.X;
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ps[p].__int_opos.Y = ps[p].__int_pos.Y;
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ps[p].__int_opos.X = ps[p].player_int_pos().X;
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ps[p].__int_opos.Y = ps[p].player_int_pos().Y;
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}
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if (psp->spr.extra <= 0)
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{
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psp->set_int_xy(ps[p].__int_pos.X, ps[p].__int_pos.Y);
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psp->set_int_xy(ps[p].player_int_pos().X, ps[p].player_int_pos().Y);
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}
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}
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}
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@ -2917,7 +2917,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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if (ps[p].GetActor()->spr.extra > 0)
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{
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auto k = ps[p].cursector;
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updatesector(ps[p].__int_pos.X, ps[p].__int_pos.Y, &k);
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updatesector(ps[p].player_int_pos().X, ps[p].player_int_pos().Y, &k);
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if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector()))
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{
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ps[p].__int_opos.X = ps[p].__int_pos.X = actor->int_pos().X;
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@ -3018,7 +3018,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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if (psp->spr.extra > 0)
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{
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auto k = ps[p].cursector;
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updatesector(ps[p].__int_pos.X, ps[p].__int_pos.Y, &k);
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updatesector(ps[p].player_int_pos().X, ps[p].player_int_pos().Y, &k);
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if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector()))
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{
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ps[p].__int_pos.X = actor->int_pos().X;
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@ -3036,12 +3036,12 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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if (psp->sector() == actor->sector())
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{
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ps[p].__int_pos.X += l;
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ps[p].__int_pos.Y += x;
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ps[p].__int_pos.Y +=x;
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if (numplayers > 1)
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{
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ps[p].__int_opos.X = ps[p].__int_pos.X;
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ps[p].__int_opos.Y = ps[p].__int_pos.Y;
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ps[p].__int_opos.X = ps[p].player_int_pos().X;
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ps[p].__int_opos.Y = ps[p].player_int_pos().Y;
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}
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ps[p].bobpos.X += l;
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@ -3079,14 +3079,14 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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if (ps[p].GetActor()->spr.extra > 0)
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{
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auto k = ps[p].cursector;
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updatesector(ps[p].__int_pos.X, ps[p].__int_pos.Y, &k);
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updatesector(ps[p].player_int_pos().X, ps[p].player_int_pos().Y, &k);
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if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector()))
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{
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ps[p].__int_pos.X = actor->int_pos().X;
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ps[p].__int_pos.Y = actor->int_pos().Y;
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ps[p].__int_opos.X = ps[p].__int_pos.X;
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ps[p].__int_opos.Y = ps[p].__int_pos.Y;
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ps[p].__int_opos.X = ps[p].player_int_pos().X;
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ps[p].__int_opos.Y = ps[p].player_int_pos().Y;
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ps[p].setCursector(actor->sector());
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@ -3172,7 +3172,7 @@ void handle_se02(DDukeActor* actor)
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if (ps[p].cursector == actor->sector() && ps[p].on_ground)
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{
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ps[p].__int_pos.X += m;
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ps[p].__int_pos.Y += x;
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ps[p].__int_pos.Y +=x;
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ps[p].bobpos.X += m;
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ps[p].bobpos.Y += x;
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@ -3323,7 +3323,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
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if (x < 8192)
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{
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j = actor->spr.ang;
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actor->spr.ang = getangle(actor->int_pos().X - ps[p].__int_pos.X, actor->int_pos().Y - ps[p].__int_pos.Y);
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actor->spr.ang = getangle(actor->int_pos().X - ps[p].player_int_pos().X, actor->int_pos().Y - ps[p].player_int_pos().Y);
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fi.shoot(actor, FIRELASER);
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actor->spr.ang = j;
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}
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@ -3357,7 +3357,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
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if (ldist(Owner, actor) < 1024)
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{
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auto ta = actor->spr.ang;
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actor->spr.ang = getangle(ps[p].__int_pos.X - actor->int_pos().X, ps[p].__int_pos.Y - actor->int_pos().Y);
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actor->spr.ang = getangle(ps[p].player_int_pos().X - actor->int_pos().X, ps[p].player_int_pos().Y - actor->int_pos().Y);
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actor->spr.ang = ta;
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actor->SetOwner(nullptr);
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return;
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@ -3377,7 +3377,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
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else
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{
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actor->temp_data[2] +=
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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;
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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;
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sc->ceilingshade = 0;
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}
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j = fi.ifhitbyweapon(actor);
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@ -3835,11 +3835,11 @@ void handle_se17(DDukeActor* actor)
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if (act1->spr.statnum == STAT_PLAYER && act1->GetOwner())
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{
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int p = act1->spr.yvel;
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if (numplayers < 2) ps[p].__int_opos.Z = ps[p].__int_pos.Z;
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if (numplayers < 2) ps[p].__int_opos.Z = ps[p].player_int_pos().Z;
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ps[p].__int_pos.Z += q * zworldtoint;
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ps[p].truefz += q;
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ps[p].truecz += q;
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if (numplayers > 1) ps[p].__int_opos.Z = ps[p].__int_pos.Z;
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if (numplayers > 1) ps[p].__int_opos.Z = ps[p].player_int_pos().Z;
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}
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if (act1->spr.statnum != STAT_EFFECTOR)
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{
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@ -3888,15 +3888,15 @@ void handle_se17(DDukeActor* actor)
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int p = act3->spr.yvel;
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ps[p].__int_pos.X += act2->int_pos().X - actor->int_pos().X;
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ps[p].__int_pos.Y += act2->int_pos().Y - actor->int_pos().Y;
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ps[p].__int_pos.Z = act2->sector()->int_floorz() - (sc->int_floorz() - ps[p].__int_pos.Z);
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ps[p].__int_pos.Y +=act2->int_pos().Y - actor->int_pos().Y;
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ps[p].__int_pos.Z = act2->sector()->int_floorz() - (sc->int_floorz() - ps[p].player_int_pos().Z);
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act3->floorz = act2->sector()->floorz;
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act3->ceilingz = act2->sector()->ceilingz;
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ps[p].bobpos.X = ps[p].__int_opos.X = ps[p].__int_pos.X;
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ps[p].bobpos.Y = ps[p].__int_opos.Y = ps[p].__int_pos.Y;
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ps[p].__int_opos.Z = ps[p].__int_pos.Z;
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ps[p].bobpos.X = ps[p].__int_opos.X = ps[p].player_int_pos().X;
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ps[p].bobpos.Y = ps[p].__int_opos.Y = ps[p].player_int_pos().Y;
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ps[p].__int_opos.Z = ps[p].player_int_pos().Z;
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ps[p].truefz = act3->floorz;
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ps[p].truecz = act3->ceilingz;
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||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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));
|
||||
}
|
||||
|
|
|
@ -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));
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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))
|
||||
{
|
||||
|
|
|
@ -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))
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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<DDukeActor*> 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
|
||||
|
|
Loading…
Reference in a new issue