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https://github.com/ZDoom/Raze.git
synced 2025-01-31 12:30:40 +00:00
- Rename PlayerHorizon
getters in preparation for replacement work.
This commit is contained in:
parent
723631cc81
commit
3758d93ad8
11 changed files with 40 additions and 40 deletions
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@ -29,9 +29,9 @@ struct PlayerHorizon
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}
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// Commonly used getters.
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DAngle osum() { return ZzOLDHORIZON + ZzOHORIZOFF; }
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DAngle sum() { return ZzHORIZON + ZzHORIZOFF; }
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DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); }
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DAngle horizOLDSUM() { return ZzOLDHORIZON + ZzOHORIZOFF; }
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DAngle horizSUM() { return ZzHORIZON + ZzHORIZOFF; }
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DAngle horizLERPSUM(double const interpfrac) { return interpolatedvalue(horizOLDSUM(), horizSUM(), interpfrac); }
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// Ticrate playsim adjustment helpers.
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void resetadjustment() { adjustment = nullAngle; }
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@ -502,13 +502,13 @@ static void SetupView(PLAYER* pPlayer, DVector3& cPos, DAngle& cA, DAngle& cH, s
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if (!SyncInput())
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{
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cA = pPlayer->angle.sum();
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cH = pPlayer->horizon.sum();
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cH = pPlayer->horizon.horizSUM();
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rotscrnang = pPlayer->angle.rotscrnang;
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}
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else
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{
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cA = pPlayer->angle.interpolatedsum(interpfrac);
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cH = pPlayer->horizon.interpolatedsum(interpfrac);
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cH = pPlayer->horizon.horizLERPSUM(interpfrac);
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rotscrnang = pPlayer->angle.interpolatedrotscrn(interpfrac);
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}
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}
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@ -229,7 +229,7 @@ void displayweapon_d(int snum, double interpfrac)
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gun_pos -= fabs(p->GetActor()->spr.scale.X < 0.5 ? BobVal(weapon_sway * 4.) * 32 : BobVal(weapon_sway * 0.5) * 16) + hard_landing;
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auto offsets = p->angle.weaponoffsets(interpfrac);
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auto horiz = !SyncInput() ? p->horizon.sum() : p->horizon.interpolatedsum(interpfrac);
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auto horiz = !SyncInput() ? p->horizon.horizSUM() : p->horizon.horizLERPSUM(interpfrac);
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auto pitchoffset = interpolatedvalue(0., 16., horiz / DAngle90);
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auto yawinput = getavel(snum) * (1. / 16.);
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auto angle = p->angle.renderrotscrn(interpfrac);
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@ -245,7 +245,7 @@ DDukeActor* aim(DDukeActor* actor, int abase)
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if (plr->curr_weapon == PISTOL_WEAPON && !isWW2GI())
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{
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double vel = 1024, zvel = 0;
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setFreeAimVelocity(vel, zvel, plr->horizon.sum(), 16.);
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setFreeAimVelocity(vel, zvel, plr->horizon.horizSUM(), 16.);
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HitInfo hit{};
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hitscan(plr->GetActor()->getPosWithOffsetZ().plusZ(4), actor->sector(), DVector3(actor->spr.Angles.Yaw.ToVector() * vel, zvel), hit, CLIPMASK1);
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@ -343,7 +343,7 @@ DDukeActor* aim(DDukeActor* actor, int abase)
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if (actor->isPlayer())
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{
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double checkval = (act->spr.pos.Z - actor->spr.pos.Z) * 1.25 / sdist;
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double horiz = ps[actor->PlayerIndex()].horizon.sum().Tan();
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double horiz = ps[actor->PlayerIndex()].horizon.horizSUM().Tan();
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check = abs(checkval - horiz) < 0.78125;
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}
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else check = 1;
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@ -113,7 +113,7 @@ static void shootfireball(DDukeActor *actor, int p, DVector3 pos, DAngle ang)
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}
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else
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{
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 49.);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 49.);
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pos += (ang + DAngle1 * 61.171875).ToVector() * (1024. / 448.);
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pos.Z += 3;
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}
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@ -175,7 +175,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng
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}
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else
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{
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 40.5);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 40.5);
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// WTF???
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DAngle myang = DAngle90 - (DAngle180 - abs(abs((spos.XY() - ps[p].GetActor()->spr.pos.XY()).Angle() - sang) - DAngle180));
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@ -233,7 +233,7 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
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if (p >= 0)
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{
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 16.);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 16.);
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pos.Z += 6;
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ang += DAngle1 * 2.64;
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}
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@ -365,14 +365,14 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int
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if (aimed == nullptr)
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{
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// no target
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 16.);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 16.);
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}
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zvel += (zRange / 2) - krandf(zRange);
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}
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else if (aimed == nullptr)
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{
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ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 16.);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 16.);
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zvel += 0.5 - krandf(1);
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}
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@ -596,7 +596,7 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
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ang = (aimed->spr.pos.XY() - pos.XY()).Angle();
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}
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else
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 49.);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 49.);
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}
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else
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{
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@ -683,7 +683,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw
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ang = (aimed->spr.pos.XY() - pos.XY()).Angle();
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}
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else
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 40.5);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 40.5);
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if (atwith == RPG)
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S_PlayActorSound(RPG_SHOOT, actor);
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@ -822,7 +822,7 @@ static void shootlaser(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
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HitInfo hit{};
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if (p >= 0)
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 16.);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 16.);
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else zvel = 0;
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hitscan(pos, sectp, DVector3(ang.ToVector() * vel, zvel * 64), hit, CLIPMASK1);
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@ -921,7 +921,7 @@ static void shootgrowspark(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
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else
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{
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ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 16.);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 16.);
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zvel += 0.5 - krandf(1);
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}
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@ -1015,7 +1015,7 @@ static void shootshrinker(DDukeActor* actor, int p, const DVector3& pos, DAngle
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ang = (aimed->spr.pos.XY() - pos.XY()).Angle();
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}
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else
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 49.);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 49.);
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}
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else if (actor->spr.statnum != 3)
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{
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@ -2010,7 +2010,7 @@ int operateTripbomb(int snum)
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auto p = &ps[snum];
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HitInfo hit{};
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double vel = 1024, zvel = 0;
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setFreeAimVelocity(vel, zvel, p->horizon.sum(), 16.);
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setFreeAimVelocity(vel, zvel, p->horizon.horizSUM(), 16.);
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hitscan(p->GetActor()->getPosWithOffsetZ(), p->cursector, DVector3(p->angle.ang.ToVector() * vel, zvel), hit, CLIPMASK1);
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@ -2200,12 +2200,12 @@ static void operateweapon(int snum, ESyncBits actions)
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if (p->on_ground && (actions & SB_CROUCH))
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{
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vel = 15/16.;
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zvel = p->horizon.sum().Sin() * 10.;
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zvel = p->horizon.horizSUM().Sin() * 10.;
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}
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else
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{
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vel = 140/16.;
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setFreeAimVelocity(vel, zvel, p->horizon.sum(), 10.);
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setFreeAimVelocity(vel, zvel, p->horizon.horizSUM(), 10.);
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zvel -= 4;
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}
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@ -91,7 +91,7 @@ static void shootmelee(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int a
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if (p >= 0)
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{
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 16.);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 16.);
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pos.Z += 6;
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ang += DAngle1 * 2.64;
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}
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@ -224,7 +224,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
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if (aimed == nullptr)
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{
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ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 16.);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 16.);
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zvel += 0.5 - krandf(1);
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}
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}
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@ -234,7 +234,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
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ang += DAngle22_5 / 2 - randomAngle(22.5);
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else
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ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
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if (aimed == nullptr) setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 16.);
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if (aimed == nullptr) setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 16.);
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zvel += 0.5 - krandf(1);
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}
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pos.Z -= 2;
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@ -511,7 +511,7 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
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}
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else
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{
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 49.);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 49.);
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}
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}
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else
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@ -596,7 +596,7 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
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ang = (aimed->spr.pos.XY() - pos.XY()).Angle();
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}
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else
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 40.5);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 40.5);
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if (atwith == RPG)
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S_PlayActorSound(RPG_SHOOT, actor);
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@ -746,7 +746,7 @@ static void shootwhip(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int at
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ang = (aimed->spr.pos.XY() - pos.XY()).Angle();
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}
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else
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setFreeAimVelocity(vel, zvel, ps[p].horizon.sum(), 49.);
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setFreeAimVelocity(vel, zvel, ps[p].horizon.horizSUM(), 49.);
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}
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else
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{
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@ -2674,12 +2674,12 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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if (p->on_ground && (actions & SB_CROUCH))
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{
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vel = 15 / 16.;
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zvel = p->horizon.sum().Sin() * 10.;
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zvel = p->horizon.horizSUM().Sin() * 10.;
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}
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else
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{
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vel = 140 / 16.;
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setFreeAimVelocity(vel, zvel, p->horizon.sum(), 10.);
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setFreeAimVelocity(vel, zvel, p->horizon.horizSUM(), 10.);
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zvel -= 4;
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}
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@ -3082,12 +3082,12 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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if (p->on_ground && (actions & SB_CROUCH) && !p->OnMotorcycle)
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{
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vel = 15 / 16.;
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setFreeAimVelocity(vel, zvel, p->horizon.sum(), 10.);
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setFreeAimVelocity(vel, zvel, p->horizon.horizSUM(), 10.);
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}
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else
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{
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vel = 2.;
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setFreeAimVelocity(vel, zvel, p->horizon.sum(), 10.);
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setFreeAimVelocity(vel, zvel, p->horizon.horizSUM(), 10.);
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zvel -= 4;
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}
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@ -333,12 +333,12 @@ void operateweapon_ww(int snum, ESyncBits actions)
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if (p->on_ground && (actions & SB_CROUCH))
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{
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vel = 15 / 16.;
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setFreeAimVelocity(vel, zvel, p->horizon.sum(), 10.);
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setFreeAimVelocity(vel, zvel, p->horizon.horizSUM(), 10.);
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}
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else
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{
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vel = 140 / 16.;
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setFreeAimVelocity(vel, zvel, p->horizon.sum(), 10.);
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setFreeAimVelocity(vel, zvel, p->horizon.horizSUM(), 10.);
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zvel -= 4;
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}
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@ -299,13 +299,13 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
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{
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// Original code for when the values are passed through the sync struct
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cang = p->angle.interpolatedsum(interpfrac);
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choriz = p->horizon.interpolatedsum(interpfrac);
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choriz = p->horizon.horizLERPSUM(interpfrac);
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}
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else
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{
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// This is for real time updating of the view direction.
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cang = p->angle.sum();
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choriz = p->horizon.sum();
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choriz = p->horizon.horizSUM();
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}
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}
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@ -430,7 +430,7 @@ void initshell(DDukeActor* actj, DDukeActor* act, bool isshell)
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ang = ps[snum].angle.ang - mapangle((krand() & 63) + 8); //Fine tune
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act->temp_data[0] = krand() & 1;
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act->spr.pos.Z = 3 + ps[snum].GetActor()->getOffsetZ() + ps[snum].pyoff + (ps[snum].horizon.sum().Tan() * 8.) + (!isshell ? 3 : 0);
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act->spr.pos.Z = 3 + ps[snum].GetActor()->getOffsetZ() + ps[snum].pyoff + (ps[snum].horizon.horizSUM().Tan() * 8.) + (!isshell ? 3 : 0);
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act->vel.Z = -krandf(1);
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}
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else
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@ -234,13 +234,13 @@ void DrawView(double interpfrac, bool sceneonly)
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if (!SyncInput())
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{
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nCamerapan = PlayerList[nLocalPlayer].horizon.sum();
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nCamerapan = PlayerList[nLocalPlayer].horizon.horizSUM();
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nCameraang = PlayerList[nLocalPlayer].angle.sum();
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rotscrnang = PlayerList[nLocalPlayer].angle.rotscrnang;
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}
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else
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{
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nCamerapan = PlayerList[nLocalPlayer].horizon.interpolatedsum(interpfrac);
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nCamerapan = PlayerList[nLocalPlayer].horizon.horizLERPSUM(interpfrac);
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nCameraang = PlayerList[nLocalPlayer].angle.interpolatedsum(interpfrac);
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rotscrnang = PlayerList[nLocalPlayer].angle.interpolatedrotscrn(interpfrac);
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}
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@ -1245,13 +1245,13 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
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if (SyncInput() || pp != Player+myconnectindex)
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{
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tang = camerapp->angle.interpolatedsum(interpfrac);
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thoriz = camerapp->horizon.interpolatedsum(interpfrac);
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thoriz = camerapp->horizon.horizLERPSUM(interpfrac);
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trotscrnang = camerapp->angle.interpolatedrotscrn(interpfrac);
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}
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else
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{
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tang = pp->angle.sum();
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thoriz = pp->horizon.sum();
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thoriz = pp->horizon.horizSUM();
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trotscrnang = pp->angle.rotscrnang;
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}
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tsect = camerapp->cursector;
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