From 36b549b7f116d5892ea23e6d675f24dc2a635ead Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Fri, 31 Dec 2021 00:34:03 +1100 Subject: [PATCH] - SW: Replace `PANEL_SPRITEstruct` `oy` with `opos.Y` calls. --- source/games/sw/src/panel.cpp | 128 +++++++++++++++++----------------- source/games/sw/src/panel.h | 7 +- source/games/sw/src/save.cpp | 4 +- 3 files changed, 68 insertions(+), 71 deletions(-) diff --git a/source/games/sw/src/panel.cpp b/source/games/sw/src/panel.cpp index 7aa02367d..e5e5b2254 100644 --- a/source/games/sw/src/panel.cpp +++ b/source/games/sw/src/panel.cpp @@ -1007,7 +1007,7 @@ void pSwordPresent(PANEL_SPRITEp psp) if (psp->pos.Y < SWORD_YOFF) { - psp->oy = psp->pos.Y = SWORD_YOFF; + psp->opos.Y = psp->pos.Y = SWORD_YOFF; psp->backupboby(); pSetState(psp, psp->RestState); } @@ -1053,7 +1053,7 @@ void pSwordSlideDown(PANEL_SPRITEp psp) // continue to next state to swing right pStatePlusOne(psp); psp->opos.X = psp->pos.X = SWORDR_XOFF; - psp->oy = psp->pos.Y = SWORD_YOFF; + psp->opos.Y = psp->pos.Y = SWORD_YOFF; psp->backupboby(); psp->ang = 1024; psp->PlayerP->SwordAng = SwordAngTable[RandomRange(SIZ(SwordAngTable))]; @@ -1066,7 +1066,7 @@ void pSwordSlideDown(PANEL_SPRITEp psp) // NOT still holding down the fire key - stop swinging pSetState(psp, psp->PresentState); psp->opos.X = psp->pos.X = SWORD_XOFF; - psp->oy = psp->pos.Y = SWORD_YOFF + tileHeight(psp->picndx); + psp->opos.Y = psp->pos.Y = SWORD_YOFF + tileHeight(psp->picndx); psp->backupboby(); } } @@ -1111,7 +1111,7 @@ void pSwordSlideDownR(PANEL_SPRITEp psp) // back to action state pStatePlusOne(psp); psp->opos.X = psp->pos.X = SWORD_XOFF + 80; - psp->oy = psp->pos.Y = SWORD_YOFF; + psp->opos.Y = psp->pos.Y = SWORD_YOFF; psp->backupboby(); psp->PlayerP->SwordAng = SwordAngTable[RandomRange(SIZ(SwordAngTable))]; psp->ang = 1024; @@ -1124,7 +1124,7 @@ void pSwordSlideDownR(PANEL_SPRITEp psp) // NOT still holding down the fire key - stop swinging pSetState(psp, psp->PresentState); psp->opos.X = psp->pos.X = SWORD_XOFF; - psp->oy = psp->pos.Y = SWORD_YOFF + tileHeight(psp->picndx); + psp->opos.Y = psp->pos.Y = SWORD_YOFF + tileHeight(psp->picndx); psp->backupboby(); } } @@ -1150,7 +1150,7 @@ void pSwordHide(PANEL_SPRITEp psp) if (psp->pos.Y >= SWORD_YOFF + tileHeight(picnum)) { - psp->oy = psp->pos.Y = SWORD_YOFF + tileHeight(picnum); + psp->opos.Y = psp->pos.Y = SWORD_YOFF + tileHeight(picnum); psp->opos.X = psp->pos.X = SWORD_XOFF; pWeaponUnHideKeys(psp, psp->PresentState); @@ -1396,7 +1396,7 @@ void pStarPresent(PANEL_SPRITEp psp) if (psp->pos.Y < STAR_YOFF) { - psp->oy = psp->pos.Y = STAR_YOFF; + psp->opos.Y = psp->pos.Y = STAR_YOFF; } if (psp->pos.Y <= STAR_YOFF) @@ -1438,7 +1438,7 @@ void pStarHide(PANEL_SPRITEp psp) if (psp->pos.Y >= STAR_YOFF + tileHeight(picnum)) { - psp->oy = psp->pos.Y = STAR_YOFF + tileHeight(picnum); + psp->opos.Y = psp->pos.Y = STAR_YOFF + tileHeight(picnum); pWeaponUnHideKeys(psp, psp->PresentState); } @@ -1709,12 +1709,12 @@ void pUziOverlays(PANEL_SPRITEp psp, short mode) void pUziEjectDown(PANEL_SPRITEp gun) { - gun->oy = gun->pos.Y; + gun->opos.Y = gun->pos.Y; gun->pos.Y += 5 * synctics; if (gun->pos.Y > 260) { - gun->oy = gun->pos.Y = 260; + gun->opos.Y = gun->pos.Y = 260; pStatePlusOne(gun); } } @@ -1724,12 +1724,12 @@ void pUziEjectUp(PANEL_SPRITEp gun) pUziOverlays(gun, CHAMBER_RELOAD); - gun->oy = gun->pos.Y; + gun->opos.Y = gun->pos.Y; gun->pos.Y -= 5 * synctics; if (gun->pos.Y < UZI_RELOAD_YOFF) { - gun->oy = gun->pos.Y = UZI_RELOAD_YOFF; + gun->opos.Y = gun->pos.Y = UZI_RELOAD_YOFF; pStatePlusOne(gun); } } @@ -1787,13 +1787,13 @@ void pUziReload(PANEL_SPRITEp nclip) nclip->vel += 14 * synctics; nclip->opos.X = nclip->pos.X; - nclip->oy = nclip->pos.Y; + nclip->opos.Y = nclip->pos.Y; nclip->pos.X += pspCosVel(nclip); nclip->pos.Y -= pspSinVel(nclip); gun->opos.X = gun->pos.X; - gun->oy = gun->pos.Y; + gun->opos.Y = gun->pos.Y; gun->pos.X -= pspCosVel(gun); gun->pos.Y += pspSinVel(gun); @@ -1805,7 +1805,7 @@ void pUziReload(PANEL_SPRITEp nclip) PlaySound(DIGI_REPLACECLIP, nclip->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler); nclip->opos.X = nclip->pos.X = gun->pos.X - UZI_CLIP_XOFF; - nclip->oy = nclip->pos.Y = gun->pos.Y + UZI_CLIP_YOFF; + nclip->opos.Y = nclip->pos.Y = gun->pos.Y + UZI_CLIP_YOFF; nclip->vel = 680; nclip->ang = NORM_ANGLE(nclip->ang - 128 - 64); // go to retract phase @@ -1819,7 +1819,7 @@ void pUziReload(PANEL_SPRITEp nclip) PlaySound(DIGI_REPLACECLIP, nclip->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler); nclip->opos.X = nclip->pos.X = gun->pos.X + UZI_CLIP_XOFF; - nclip->oy = nclip->pos.Y = gun->pos.Y + UZI_CLIP_YOFF; + nclip->opos.Y = nclip->pos.Y = gun->pos.Y + UZI_CLIP_YOFF; nclip->vel = 680; nclip->ang = NORM_ANGLE(nclip->ang + 128 + 64); // go to retract phase @@ -1902,7 +1902,7 @@ void pUziClip(PANEL_SPRITEp oclip) { oclip->opos.X = oclip->pos.X; - oclip->oy = oclip->pos.Y; + oclip->opos.Y = oclip->pos.Y; oclip->pos.X += pspCosVel(oclip); oclip->pos.Y -= pspSinVel(oclip); @@ -1914,14 +1914,14 @@ void pUziClip(PANEL_SPRITEp oclip) // as synctics gets bigger, oclip->x can be way off // when clip goes off the screen - recalc oclip->x from scratch // so it will end up the same for all synctic values - for (oclip->pos.X = oclip->opos.X, oclip->pos.Y = oclip->oy; oclip->pos.Y < UZI_RELOAD_YOFF; ) + for (oclip->pos.X = oclip->opos.X, oclip->pos.Y = oclip->opos.Y; oclip->pos.Y < UZI_RELOAD_YOFF; ) { oclip->pos.X += oclip->vel * bcosf(oclip->ang, -22); oclip->pos.Y -= oclip->vel * bsinf(oclip->ang, -22); } oclip->opos.X = oclip->pos.X; - oclip->oy = oclip->pos.Y = UZI_RELOAD_YOFF; + oclip->opos.Y = oclip->pos.Y = UZI_RELOAD_YOFF; gun->vel = 800; gun->ang = NORM_ANGLE(oclip->ang + 1024); @@ -2032,7 +2032,7 @@ PANEL_SPRITEp InitWeaponUzi2(PANEL_SPRITEp uzi_orig) New = pSpawnSprite(pp, ps_PresentUzi2, PRI_MID, 160 - UZI_XOFF, UZI_YOFF); New->pos.Y += tileHeight(New->picndx); - New->oy = New->pos.Y; + New->opos.Y = New->pos.Y; uzi_orig->sibling = New; // Set up the New weapon variables @@ -2057,7 +2057,7 @@ PANEL_SPRITEp InitWeaponUziSecondaryReload(PANEL_SPRITEp uzi_orig) New = pSpawnSprite(pp, ps_PresentUzi, PRI_MID, 160 - UZI_XOFF, UZI_YOFF); New->pos.Y += tileHeight(New->picndx); - New->oy = New->pos.Y; + New->opos.Y = New->pos.Y; New->flags |= (PANF_XFLIP); @@ -2093,7 +2093,7 @@ void pUziPresent(PANEL_SPRITEp psp) { psp->flags &= ~(PANF_RELOAD); - psp->oy = psp->pos.Y = UZI_YOFF; + psp->opos.Y = psp->pos.Y = UZI_YOFF; psp->backupx(); psp->backupbobcoords(); pSetState(psp, psp->RestState); @@ -2113,7 +2113,7 @@ void pUziPresentReload(PANEL_SPRITEp psp) if (psp->pos.Y < UZI_YOFF) { - psp->oy = psp->pos.Y = UZI_YOFF; + psp->opos.Y = psp->pos.Y = UZI_YOFF; psp->backupx(); psp->backupbobcoords(); pSetState(psp, psp->RestState); @@ -2163,7 +2163,7 @@ void pUziHide(PANEL_SPRITEp psp) if (psp->pos.Y >= 200 + tileHeight(picnum)) { - psp->oy = psp->pos.Y = 200 + tileHeight(picnum); + psp->opos.Y = psp->pos.Y = 200 + tileHeight(picnum); if (psp->flags & (PANF_PRIMARY) && psp->PlayerP->WpnUziType != 1) { @@ -2421,7 +2421,7 @@ void pUziShell(PANEL_SPRITEp psp) psp->sin_ndx = (psp->sin_ndx + (synctics << psp->sin_arc_speed) + 1024) & 1023; // get height - psp->oy = psp->pos.Y = psp->yorig; + psp->opos.Y = psp->pos.Y = psp->yorig; psp->pos.Y += psp->sin_amt * -bsinf(psp->sin_ndx, -14); // if off of the screen kill them @@ -2680,7 +2680,7 @@ void pShotgunRecoilUp(PANEL_SPRITEp psp) if (psp->pos.Y < SHOTGUN_YOFF) { - psp->oy = psp->pos.Y = SHOTGUN_YOFF; + psp->opos.Y = psp->pos.Y = SHOTGUN_YOFF; psp->opos.X = psp->pos.X = SHOTGUN_XOFF; pShotgunSetRecoil(psp); @@ -2702,7 +2702,7 @@ void pShotgunReloadDown(PANEL_SPRITEp psp) { PlaySound(DIGI_ROCKET_UP, psp->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler); - psp->oy = psp->pos.Y = SHOTGUN_YOFF + (tileHeight(picnum)/2); + psp->opos.Y = psp->pos.Y = SHOTGUN_YOFF + (tileHeight(picnum)/2); pStatePlusOne(psp); } @@ -2720,7 +2720,7 @@ void pShotgunReloadUp(PANEL_SPRITEp psp) { PlaySound(DIGI_SHOTGUN_UP, psp->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler); - psp->oy = psp->pos.Y = SHOTGUN_YOFF; + psp->opos.Y = psp->pos.Y = SHOTGUN_YOFF; pStatePlusOne(psp); psp->flags &= ~(PANF_BOB); @@ -2743,7 +2743,7 @@ void pShotgunPresent(PANEL_SPRITEp psp) if (psp->pos.Y < SHOTGUN_YOFF) { - psp->oy = psp->pos.Y = SHOTGUN_YOFF; + psp->opos.Y = psp->pos.Y = SHOTGUN_YOFF; psp->backupboby(); pSetState(psp, psp->RestState); } @@ -2813,7 +2813,7 @@ void pShotgunHide(PANEL_SPRITEp psp) if (psp->pos.Y >= SHOTGUN_YOFF + tileHeight(picnum)) { - psp->oy = psp->pos.Y = SHOTGUN_YOFF + tileHeight(picnum); + psp->opos.Y = psp->pos.Y = SHOTGUN_YOFF + tileHeight(picnum); pWeaponUnHideKeys(psp, psp->PresentState); } @@ -3150,7 +3150,7 @@ void pRailRecoilUp(PANEL_SPRITEp psp) if (psp->pos.Y < RAIL_YOFF) { - psp->oy = psp->pos.Y = RAIL_YOFF; + psp->opos.Y = psp->pos.Y = RAIL_YOFF; psp->opos.X = psp->pos.X = RAIL_XOFF; pRailSetRecoil(psp); @@ -3175,7 +3175,7 @@ void pRailPresent(PANEL_SPRITEp psp) if (psp->pos.Y < RAIL_YOFF) { - psp->oy = psp->pos.Y = RAIL_YOFF; + psp->opos.Y = psp->pos.Y = RAIL_YOFF; psp->backupboby(); pSetState(psp, psp->RestState); } @@ -3202,7 +3202,7 @@ void pRailHide(PANEL_SPRITEp psp) if (psp->pos.Y >= RAIL_YOFF + tileHeight(picnum)) { - psp->oy = psp->pos.Y = RAIL_YOFF + tileHeight(picnum); + psp->opos.Y = psp->pos.Y = RAIL_YOFF + tileHeight(picnum); pWeaponUnHideKeys(psp, psp->PresentState); } @@ -3580,7 +3580,7 @@ void pHotheadPresent(PANEL_SPRITEp psp) if (psp->pos.Y < HOTHEAD_YOFF) { - psp->oy = psp->pos.Y = HOTHEAD_YOFF; + psp->opos.Y = psp->pos.Y = HOTHEAD_YOFF; psp->backupboby(); pSetState(psp, psp->RestState); //pSetState(psp, HotheadTurnStates[psp->PlayerP->WpnFlameType]); @@ -3609,7 +3609,7 @@ void pHotheadHide(PANEL_SPRITEp psp) if (psp->pos.X >= HOTHEAD_XOFF + tileWidth(picnum) || psp->pos.Y >= HOTHEAD_YOFF + tileHeight(picnum)) { psp->opos.X = psp->pos.X = HOTHEAD_XOFF; - psp->oy = psp->pos.Y = HOTHEAD_YOFF + tileHeight(picnum); + psp->opos.Y = psp->pos.Y = HOTHEAD_YOFF + tileHeight(picnum); pWeaponUnHideKeys(psp, psp->PresentState); } @@ -3780,7 +3780,7 @@ void pOnFire(PANEL_SPRITEp psp) // bring flames up psp->pos.Y -= 2; if (psp->pos.Y < ON_FIRE_Y_TOP) - psp->oy = psp->pos.Y = ON_FIRE_Y_TOP; + psp->opos.Y = psp->pos.Y = ON_FIRE_Y_TOP; } } @@ -3983,7 +3983,7 @@ void pMicroRecoilUp(PANEL_SPRITEp psp) if (psp->pos.Y < MICRO_YOFF) { - psp->oy = psp->pos.Y = MICRO_YOFF; + psp->opos.Y = psp->pos.Y = MICRO_YOFF; psp->opos.X = psp->pos.X = MICRO_XOFF; pMicroSetRecoil(psp); @@ -4010,7 +4010,7 @@ void pMicroPresent(PANEL_SPRITEp psp) if (psp->pos.Y < MICRO_YOFF) { - psp->oy = psp->pos.Y = MICRO_YOFF; + psp->opos.Y = psp->pos.Y = MICRO_YOFF; psp->backupboby(); if (pp->WpnRocketType == 2 && !pp->NukeInitialized) { @@ -4043,7 +4043,7 @@ void pMicroHide(PANEL_SPRITEp psp) if (psp->pos.Y >= MICRO_YOFF + tileHeight(picnum) + 20) { - psp->oy = psp->pos.Y = MICRO_YOFF + tileHeight(picnum) + 20; + psp->opos.Y = psp->pos.Y = MICRO_YOFF + tileHeight(picnum) + 20; psp->opos.X = psp->pos.X = MICRO_XOFF; pWeaponUnHideKeys(psp, psp->PresentState); @@ -4420,7 +4420,7 @@ void pHeartPresent(PANEL_SPRITEp psp) if (psp->pos.Y < HEART_YOFF) { - psp->oy = psp->pos.Y = HEART_YOFF; + psp->opos.Y = psp->pos.Y = HEART_YOFF; psp->backupboby(); pSetState(psp, psp->RestState); } @@ -4447,7 +4447,7 @@ void pHeartHide(PANEL_SPRITEp psp) if (psp->pos.Y >= HEART_YOFF + tileHeight(picnum)) { - psp->oy = psp->pos.Y = HEART_YOFF + tileHeight(picnum); + psp->opos.Y = psp->pos.Y = HEART_YOFF + tileHeight(picnum); pWeaponUnHideKeys(psp, psp->PresentState); } @@ -4614,7 +4614,7 @@ void SpawnHeartBlood(PANEL_SPRITEp psp) blood->pos.X = psp->pos.X + hsp->xoff; blood->opos.X = blood->pos.X; blood->pos.Y = psp->pos.Y + hsp->yoff; - blood->oy = blood->pos.Y; + blood->opos.Y = blood->pos.Y; blood->xspeed = hsp->lo_xspeed + (RandomRange((hsp->hi_xspeed - hsp->lo_xspeed)>>4) << 4); blood->flags |= (PANF_WEAPON_SPRITE); @@ -4649,7 +4649,7 @@ void SpawnSmallHeartBlood(PANEL_SPRITEp psp) blood->pos.X = psp->pos.X + hsp->xoff; blood->opos.X = blood->pos.X; blood->pos.Y = psp->pos.Y + hsp->yoff; - blood->oy = blood->pos.Y; + blood->opos.Y = blood->pos.Y; blood->xspeed = hsp->lo_xspeed + (RandomRange((hsp->hi_xspeed - hsp->lo_xspeed)>>4) << 4); blood->flags |= (PANF_WEAPON_SPRITE); @@ -4903,7 +4903,7 @@ void pGrenadeRecoilUp(PANEL_SPRITEp psp) if (psp->pos.Y < GRENADE_YOFF) { - psp->oy = psp->pos.Y = GRENADE_YOFF; + psp->opos.Y = psp->pos.Y = GRENADE_YOFF; psp->opos.X = psp->pos.X = GRENADE_XOFF; pGrenadeSetRecoil(psp); @@ -4932,7 +4932,7 @@ void pGrenadePresent(PANEL_SPRITEp psp) { pGrenadeSetRecoil(psp); psp->opos.X = psp->pos.X = GRENADE_XOFF; - psp->oy = psp->pos.Y = GRENADE_YOFF; + psp->opos.Y = psp->pos.Y = GRENADE_YOFF; psp->rotate_ang = 0; psp->backupboby(); pSetState(psp, psp->RestState); @@ -4960,7 +4960,7 @@ void pGrenadeHide(PANEL_SPRITEp psp) if (psp->pos.Y >= GRENADE_YOFF + tileHeight(picnum)) { - psp->oy = psp->pos.Y = GRENADE_YOFF + tileHeight(picnum); + psp->opos.Y = psp->pos.Y = GRENADE_YOFF + tileHeight(picnum); psp->opos.X = psp->pos.X = GRENADE_XOFF; pGrenadePresentSetup(psp); @@ -5144,7 +5144,7 @@ void pMineLower(PANEL_SPRITEp psp) { if (!WeaponOK(psp->PlayerP)) return; - psp->oy = psp->pos.Y = MINE_YOFF + tileHeight(psp->picndx); + psp->opos.Y = psp->pos.Y = MINE_YOFF + tileHeight(psp->picndx); pStatePlusOne(psp); } } @@ -5156,7 +5156,7 @@ void pMineRaise(PANEL_SPRITEp psp) if (psp->pos.Y < MINE_YOFF) { - psp->oy = psp->pos.Y = MINE_YOFF; + psp->opos.Y = psp->pos.Y = MINE_YOFF; pStatePlusOne(psp); } } @@ -5171,7 +5171,7 @@ void pMinePresent(PANEL_SPRITEp psp) if (psp->pos.Y < MINE_YOFF) { - psp->oy = psp->pos.Y = MINE_YOFF; + psp->opos.Y = psp->pos.Y = MINE_YOFF; psp->rotate_ang = 0; psp->backupboby(); pSetState(psp, psp->RestState); @@ -5199,7 +5199,7 @@ void pMineHide(PANEL_SPRITEp psp) if (psp->pos.Y >= MINE_YOFF + tileHeight(picnum)) { - psp->oy = psp->pos.Y = MINE_YOFF + tileHeight(picnum); + psp->opos.Y = psp->pos.Y = MINE_YOFF + tileHeight(picnum); psp->opos.X = psp->pos.X = MINE_XOFF; pWeaponUnHideKeys(psp, psp->PresentState); @@ -5404,7 +5404,7 @@ void pChopsUp(PANEL_SPRITEp psp) if (psp->pos.Y < CHOPS_YOFF) { - psp->oy = psp->pos.Y = CHOPS_YOFF; + psp->opos.Y = psp->pos.Y = CHOPS_YOFF; pStatePlusOne(psp); } } @@ -5416,7 +5416,7 @@ void pChopsDown(PANEL_SPRITEp psp) if (psp->pos.Y > CHOPS_YOFF+110) { - psp->oy = psp->pos.Y = CHOPS_YOFF+110; + psp->opos.Y = psp->pos.Y = CHOPS_YOFF+110; pSetState(psp, ps_ChopsWait); } } @@ -5428,7 +5428,7 @@ void pChopsDownSlow(PANEL_SPRITEp psp) if (psp->pos.Y > CHOPS_YOFF+110) { - psp->oy = psp->pos.Y = CHOPS_YOFF+110; + psp->opos.Y = psp->pos.Y = CHOPS_YOFF+110; pSetState(psp, ps_ChopsWait); } } @@ -5442,7 +5442,7 @@ void pChopsShake(PANEL_SPRITEp psp) if (psp->pos.Y < CHOPS_YOFF) { - psp->oy = psp->pos.Y = CHOPS_YOFF; + psp->opos.Y = psp->pos.Y = CHOPS_YOFF; } } @@ -5784,7 +5784,7 @@ void pFistPresent(PANEL_SPRITEp psp) if (psp->pos.Y < FIST_YOFF) { - psp->oy = psp->pos.Y = FIST_YOFF; + psp->opos.Y = psp->pos.Y = FIST_YOFF; psp->backupboby(); rnd = RandomRange(1000); @@ -5863,7 +5863,7 @@ void pFistSlideDown(PANEL_SPRITEp psp) pSetState(psp, psp->ActionState); psp->opos.X = psp->pos.X = FIST_XOFF; - psp->oy = psp->pos.Y = FIST_YOFF; + psp->opos.Y = psp->pos.Y = FIST_YOFF; psp->backupboby(); psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))]; psp->ang = 1024; @@ -5879,7 +5879,7 @@ void pFistSlideDown(PANEL_SPRITEp psp) } psp->opos.X = psp->pos.X = FISTR_XOFF+100; - psp->oy = psp->pos.Y = FIST_YOFF; + psp->opos.Y = psp->pos.Y = FIST_YOFF; psp->backupboby(); psp->ang = 1024; psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))]; @@ -5892,7 +5892,7 @@ void pFistSlideDown(PANEL_SPRITEp psp) // NOT still holding down the fire key - stop swinging pSetState(psp, psp->PresentState); psp->opos.X = psp->pos.X = FIST_XOFF; - psp->oy = psp->pos.Y = FIST_YOFF + tileHeight(psp->picndx); + psp->opos.Y = psp->pos.Y = FIST_YOFF + tileHeight(psp->picndx); psp->backupboby(); } } @@ -5951,7 +5951,7 @@ void pFistSlideDownR(PANEL_SPRITEp psp) pSetState(psp, psp->ActionState); psp->opos.X = psp->pos.X = FISTR_XOFF+100; - psp->oy = psp->pos.Y = FIST_YOFF; + psp->opos.Y = psp->pos.Y = FIST_YOFF; psp->backupboby(); psp->ang = 1024; psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))]; @@ -5967,7 +5967,7 @@ void pFistSlideDownR(PANEL_SPRITEp psp) } psp->opos.X = psp->pos.X = FIST_XOFF; - psp->oy = psp->pos.Y = FIST_YOFF; + psp->opos.Y = psp->pos.Y = FIST_YOFF; psp->backupboby(); psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))]; psp->ang = 1024; @@ -5980,7 +5980,7 @@ void pFistSlideDownR(PANEL_SPRITEp psp) // NOT still holding down the fire key - stop swinging pSetState(psp, psp->PresentState); psp->opos.X = psp->pos.X = FIST_XOFF; - psp->oy = psp->pos.Y = FIST_YOFF + tileHeight(psp->picndx); + psp->opos.Y = psp->pos.Y = FIST_YOFF + tileHeight(psp->picndx); psp->backupboby(); } } @@ -6006,7 +6006,7 @@ void pFistHide(PANEL_SPRITEp psp) if (psp->pos.Y >= FIST_YOFF + tileHeight(picnum)) { - psp->oy = psp->pos.Y = FIST_YOFF + tileHeight(picnum); + psp->opos.Y = psp->pos.Y = FIST_YOFF + tileHeight(picnum); pWeaponUnHideKeys(psp, psp->PresentState); } @@ -6259,7 +6259,7 @@ PANEL_SPRITEp pSpawnSprite(PLAYERp pp, PANEL_STATEp state, uint8_t priority, dou psp->PlayerP = pp; psp->opos.X = psp->pos.X = x; - psp->oy = psp->pos.Y = y; + psp->opos.Y = psp->pos.Y = y; pSetState(psp, state); if (state == nullptr) psp->picndx = -1; @@ -6393,7 +6393,7 @@ void pDisplaySprites(PLAYERp pp, double smoothratio) if (cl_hudinterpolation) { x = interpolatedvaluef(psp->opos.X, psp->pos.X, smoothratio); - y = interpolatedvaluef(psp->oy, psp->pos.Y, smoothratio); + y = interpolatedvaluef(psp->opos.Y, psp->pos.Y, smoothratio); } else diff --git a/source/games/sw/src/panel.h b/source/games/sw/src/panel.h index 578efcce0..fbd00c65d 100644 --- a/source/games/sw/src/panel.h +++ b/source/games/sw/src/panel.h @@ -130,13 +130,10 @@ struct PANEL_SPRITEstruct short kill_tics; short WeaponType; // remember my own weapon type for weapons with secondary function - // Weapon interpolation variables. - double oy; - // Inline helpers. void backupx() { opos.X = pos.X; }; - void backupy() { oy = pos.Y; }; - void backupcoords() { backupx(); backupy(); }; + void backupy() { opos.Y = pos.Y; }; + void backupcoords() { opos = pos; }; void backupbobx() { xorig = pos.X; }; void backupboby() { yorig = pos.Y; }; void backupbobcoords() { backupbobx(); backupboby(); }; diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index 6fb7865f2..732f8fa7f 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -329,7 +329,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_SPRITEstruct ("ActionState", w.ActionState) ("RestState", w.RestState) ("ox", w.opos.X) - ("oy", w.oy) + ("oy", w.opos.Y) ("x", w.pos.X) ("y", w.pos.Y) .Array("over", w.over, countof(w.over)) @@ -367,7 +367,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_SPRITEstruct if (arc.isReading()) { w.opos.X = w.pos.X; - w.oy = w.pos.Y; + w.opos.Y = w.pos.Y; } return arc; }