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- eliminated most int_upos calls.
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df2f68efc1
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31dfd1af7a
6 changed files with 22 additions and 26 deletions
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@ -456,7 +456,7 @@ int DoFireFly(DSWActor* actor)
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actor->user.WaitTics = (actor->user.WaitTics + (ACTORMOVETICS << 1)) & 2047;
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actor->set_int_z(actor->user.int_upos().Z + MulScale(Z(32), bsin(actor->user.WaitTics), 14));
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actor->spr.pos.Z = actor->user.pos.Z + 32 * DAngle::fromBuild(actor->user.WaitTics).Sin();
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return 0;
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}
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@ -404,11 +404,10 @@ int DoSkullJump(DSWActor* actor)
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int DoSkullBob(DSWActor* actor)
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{
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// actor does a sine wave about actor->user.sz - this is the z mid point
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const int SKULL_BOB_AMT = (Z(16));
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const int SKULL_BOB_AMT = 16;
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actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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actor->set_int_z(actor->user.int_upos().Z + MulScale(SKULL_BOB_AMT, bsin(actor->user.Counter), 14) +
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MulScale((SKULL_BOB_AMT / 2), bsin(actor->user.Counter), 14));
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actor->spr.pos.Z = actor->user.pos.Z + SKULL_BOB_AMT * 1.5 * DAngle::fromBuild(actor->user.Counter).Sin();
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return 0;
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}
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@ -781,11 +780,10 @@ int DoBettyJump(DSWActor* actor)
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int DoBettyBob(DSWActor* actor)
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{
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// actor does a sine wave about actor->user.sz - this is the z mid point
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const int BETTY_BOB_AMT = (Z(16));
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const int BETTY_BOB_AMT = 16;
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actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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actor->set_int_z(actor->user.int_upos().Z + MulScale(BETTY_BOB_AMT, bsin(actor->user.Counter), 14) +
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MulScale((BETTY_BOB_AMT / 2), bsin(actor->user.Counter), 14));
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actor->spr.pos.Z = actor->user.pos.Z + BETTY_BOB_AMT * 1.5 * DAngle::fromBuild(actor->user.Counter).Sin();
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return 0;
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}
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@ -281,7 +281,7 @@ int DoSpike(DSWActor* actor)
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if (actor->user.z_tgt == actor->spr.pos.Z)
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{
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// change target
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actor->user.z_tgt = actor->user.int_upos().Z * zinttoworld;
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actor->user.z_tgt = actor->user.pos.Z;
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actor->user.vel_rate = -actor->user.vel_rate;
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SetSpikeInactive(actor);
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@ -382,7 +382,7 @@ int DoSpikeAuto(DSWActor* actor)
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if (actor->user.z_tgt == actor->spr.pos.Z)
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{
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// change target
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actor->user.z_tgt = actor->user.int_upos().Z * zinttoworld;
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actor->user.z_tgt = actor->user.pos.Z;
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actor->user.vel_rate = -actor->user.vel_rate;
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actor->user.Tics = actor->user.WaitTics;
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@ -2051,7 +2051,7 @@ void SpriteSetup(void)
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// start in the on position
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sectp->add_int_floorz(amt);
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actor->user.z_tgt = actor->user.int_upos().Z * zinttoworld;
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actor->user.z_tgt = actor->user.pos.Z;
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MoveSpritesWithSector(actor->sector(), amt, false); // floor
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}
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@ -2072,7 +2072,7 @@ void SpriteSetup(void)
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// starting in the on position
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sectp->add_int_ceilingz(amt);
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actor->user.z_tgt = actor->user.int_upos().Z * zinttoworld;
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actor->user.z_tgt = actor->user.pos.Z;
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MoveSpritesWithSector(actor->sector(), amt, true); // ceiling
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}
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@ -4612,7 +4612,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
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{
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// For COOLG & HORNETS
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// set to actual z before you move
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actor->set_int_z(actor->user.int_upos().Z);
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actor->spr.pos.Z = actor->user.pos.Z;
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}
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// save off x,y values
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@ -1689,13 +1689,13 @@ PlayerPart:
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}
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}
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actor->set_int_xy(sop->int_pmid().X - actor->user.int_upos().X, sop->int_pmid().Y - actor->user.int_upos().Y);
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actor->spr.pos.XY() = sop->pmid.XY() - actor->user.pos.XY();
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// sprites z update
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if ((sop->flags & SOBJ_SPRITE_OBJ))
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{
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// Sprite Objects follow zmid
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actor->set_int_z(sop->int_pmid().Z - actor->user.int_upos().Z);
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actor->spr.pos.Z = sop->pmid.Z - actor->user.pos.Z;
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}
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else
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{
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@ -1703,12 +1703,12 @@ PlayerPart:
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if (actor->user.Flags & (SPR_ON_SO_SECTOR))
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{
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// move with sector its on
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actor->set_int_z(actor->sector()->int_floorz() - actor->user.int_upos().Z);
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actor->spr.pos.Z = actor->sector()->floorz - actor->user.pos.Z;
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}
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else
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{
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// move with the mid sector
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actor->set_int_z(sop->mid_sector->int_floorz() - actor->user.int_upos().Z);
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actor->spr.pos.Z = sop->mid_sector->floorz - actor->user.pos.Z;
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}
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}
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@ -3496,7 +3496,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics)
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if (actor->user.Flags & (SPR_CLIMBING))
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{
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if (int_ActorZOfTop(actor) + (int_ActorSizeZ(actor) >> 2) < actor->user.int_upos().Z)
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if (ActorZOfTop(actor) + (ActorSizeZ(actor) * 0.25) < actor->user.pos.Z)
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{
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actor->user.Flags &= ~(SPR_CLIMBING);
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@ -8633,9 +8633,8 @@ int DoMineStuck(DSWActor* actor)
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actor->user.WaitTics = SEC(1)/2;
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}
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vec3_t pos = { attachActor->int_pos().X, attachActor->int_pos().Y, attachActor->int_pos().Z - actor->user.int_upos().Z };
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SetActorZ(actor, &pos);
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actor->set_int_z(attachActor->int_pos().Z - (int_ActorSizeZ(attachActor) >> 1));
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SetActorZ(actor, attachActor->spr.pos.plusZ(-actor->user.pos.Z));
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actor->spr.pos.Z = attachActor->spr.pos.Z - (ActorSizeZ(attachActor) * 0.5);
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}
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// not activated yet
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@ -9046,8 +9045,7 @@ int DoEMPBurst(DSWActor* actor)
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DSWActor* attachActor = actor->user.attachActor;
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if (attachActor != nullptr)
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{
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vec3_t pos = { attachActor->int_pos().X, attachActor->int_pos().Y, attachActor->int_pos().Z - actor->user.int_upos().Z };
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SetActorZ(actor, &pos);
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SetActorZ(actor, attachActor->spr.pos.plusZ(-actor->user.pos.Z));
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actor->set_int_ang(NORM_ANGLE(attachActor->int_ang() + 1024));
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}
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@ -11286,12 +11284,12 @@ int DoSerpRing(DSWActor* actor)
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return 0;
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}
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int z = actor->int_pos().Z + actor->spr.zvel;
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if (z > own->int_pos().Z - actor->user.int_upos().Z)
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z = own->int_pos().Z - actor->user.int_upos().Z;
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double zz = actor->int_pos().Z + actor->spr.zvel * zinttoworld;
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if (zz > own->spr.pos.Z - actor->user.pos.Z)
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zz = own->spr.pos.Z - actor->user.pos.Z;
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// move the center with the player
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actor->spr.pos = DVector3(own->spr.pos.XY(), z * zinttoworld);
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actor->spr.pos = DVector3(own->spr.pos.XY(), zz);
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// go out until its time to come back in
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