From 491a42d2bbe472e798e589c597525d2596e82549 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Sun, 4 Dec 2022 21:58:36 +1100 Subject: [PATCH] - Remove `PlayerAngles::addYaw()` method usage. --- source/core/gameinput.h | 1 - source/games/blood/src/player.cpp | 2 +- source/games/blood/src/triggers.cpp | 10 +++++----- source/games/duke/src/actors.cpp | 8 ++++---- source/games/duke/src/player_r.cpp | 16 ++++++++-------- source/games/sw/src/player.cpp | 2 +- source/games/sw/src/track.cpp | 2 +- 7 files changed, 20 insertions(+), 21 deletions(-) diff --git a/source/core/gameinput.h b/source/core/gameinput.h index 5eee8cbd2..a2e7c8e65 100644 --- a/source/core/gameinput.h +++ b/source/core/gameinput.h @@ -92,7 +92,6 @@ struct PlayerAngles void setPitch(const DAngle value, const bool backup = false) { updateAngle(PITCH, ClampViewPitch(value), backup); } // Yaw methods. - void addYaw(const DAngle value) { updateAngle(YAW, pActor->spr.Angles.Yaw + value); } void setYaw(const DAngle value, const bool backup = false) { updateAngle(YAW, value, backup); } // Roll methods. diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index ab1701102..915048546 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -1542,7 +1542,7 @@ void ProcessInput(PLAYER* pPlayer) DBloodActor* fragger = pPlayer->fragger; if (fragger) { - pPlayer->Angles.addYaw(deltaangle(pPlayer->actor->spr.Angles.Yaw, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle())); + pPlayer->actor->spr.Angles.Yaw += deltaangle(pPlayer->actor->spr.Angles.Yaw, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle()); } pPlayer->deathTime += 4; if (!bSeqStat) diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index d9d0cdf47..e587aa777 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -910,7 +910,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec viewBackupSpriteLoc(actor); actor->spr.pos.XY() = spot + pt_w2 - pivot; actor->spr.Angles.Yaw += angleofs; - if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].Angles.addYaw(angleofs); + if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs; } else if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE) @@ -922,7 +922,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec viewBackupSpriteLoc(actor); actor->spr.pos.XY() = spot - pt_w2 + pivot; actor->spr.Angles.Yaw += angleofs; - if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].Angles.addYaw(angleofs); + if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs; } else if (pXSector->Drag) { @@ -938,7 +938,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec } actor->spr.Angles.Yaw += angleofs; actor->spr.pos += position; - if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].Angles.addYaw(angleofs); + if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs; } } } @@ -963,7 +963,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec viewBackupSpriteLoc(ac); ac->spr.pos.XY() = spot + pt_w2 - pivot; ac->spr.Angles.Yaw += angleofs; - if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].Angles.addYaw(angleofs); + if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs; } else if (ac->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE) { @@ -971,7 +971,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec viewBackupSpriteLoc(ac); ac->spr.pos.XY() = spot - pt_w2 + pivot; ac->spr.Angles.Yaw += angleofs; - if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].Angles.addYaw(angleofs); + if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs; } } } diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index 15597de36..95cc57852 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -488,7 +488,7 @@ void moveplayers(void) if (p->actorsqu != nullptr) { - p->Angles.addYaw(deltaangle(p->GetActor()->spr.Angles.Yaw, (p->actorsqu->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.25); + p->GetActor()->spr.Angles.Yaw += deltaangle(p->GetActor()->spr.Angles.Yaw, (p->actorsqu->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.25; } if (act->spr.extra > 0) @@ -508,7 +508,7 @@ void moveplayers(void) if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS) { - p->Angles.addYaw(deltaangle(p->GetActor()->spr.Angles.Yaw, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5); + p->GetActor()->spr.Angles.Yaw += deltaangle(p->GetActor()->spr.Angles.Yaw, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5; } } } @@ -800,7 +800,7 @@ void handle_se00(DDukeActor* actor) { if (ps[p].cursector == actor->sector() && ps[p].on_ground == 1) { - ps[p].Angles.addYaw(ang_amount * direction); + ps[p].GetActor()->spr.Angles.Yaw += ang_amount * direction; ps[p].GetActor()->spr.pos.Z += zchange; @@ -980,7 +980,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) ps[p].bobpos += vec; - ps[p].Angles.addYaw(diffangle); + ps[p].GetActor()->spr.Angles.Yaw += diffangle; if (numplayers > 1) { diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 87d6cf956..d1c54ee4d 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -1707,7 +1707,7 @@ static void onMotorcycle(int snum, ESyncBits &actions) } p->vel.XY() += (p->GetActor()->spr.Angles.Yaw + velAdjustment).ToVector() * currSpeed; - p->Angles.addYaw(deltaangle(p->GetActor()->spr.Angles.Yaw, p->GetActor()->spr.Angles.Yaw - DAngle::fromBam(angAdjustment))); + p->GetActor()->spr.Angles.Yaw += deltaangle(p->GetActor()->spr.Angles.Yaw, p->GetActor()->spr.Angles.Yaw - DAngle::fromBam(angAdjustment)); } else if (p->MotoSpeed >= 20 && p->on_ground == 1 && (p->moto_on_mud || p->moto_on_oil)) { @@ -1951,7 +1951,7 @@ static void onBoat(int snum, ESyncBits &actions) } p->vel.XY() += (p->GetActor()->spr.Angles.Yaw + velAdjustment).ToVector() * currSpeed; - p->Angles.addYaw(deltaangle(p->GetActor()->spr.Angles.Yaw, p->GetActor()->spr.Angles.Yaw - DAngle::fromBam(angAdjustment))); + p->GetActor()->spr.Angles.Yaw += deltaangle(p->GetActor()->spr.Angles.Yaw, p->GetActor()->spr.Angles.Yaw - DAngle::fromBam(angAdjustment)); } if (p->NotOnWater && p->MotoSpeed > 50) p->MotoSpeed -= (p->MotoSpeed / 2.); @@ -2275,7 +2275,7 @@ void onMotorcycleMove(int snum, walltype* wal) double damageAmount = p->MotoSpeed * p->MotoSpeed; const double scale = (180. / 2048.); - p->Angles.addYaw(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale))); + p->GetActor()->spr.Angles.Yaw += DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale)); // That's some very weird angles here... if (angleDelta >= 77.51 && angleDelta <= 102.13) @@ -2330,7 +2330,7 @@ void onBoatMove(int snum, int psectlotag, walltype* wal) double angleDelta = absangle(p->GetActor()->spr.Angles.Yaw, wal->delta().Angle()).Degrees(); const double scale = (90. / 2048.); - p->Angles.addYaw(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale))); + p->GetActor()->spr.Angles.Yaw += DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale)); if (angleDelta >= 77.51 && angleDelta <= 102.13) { @@ -2927,11 +2927,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) } if (p->kickback_pic == 2) { - p->Angles.addYaw(mapangle(16)); + p->GetActor()->spr.Angles.Yaw += mapangle(16); } else if (p->kickback_pic == 4) { - p->Angles.addYaw(mapangle(-16)); + p->GetActor()->spr.Angles.Yaw -= mapangle(16); } if (p->kickback_pic > 4) p->kickback_pic = 1; @@ -2957,11 +2957,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) } if (p->kickback_pic == 2) { - p->Angles.addYaw(mapangle(4)); + p->GetActor()->spr.Angles.Yaw += mapangle(4); } else if (p->kickback_pic == 4) { - p->Angles.addYaw(mapangle(-4)); + p->GetActor()->spr.Angles.Yaw -= mapangle(4); } if (p->kickback_pic > 4) p->kickback_pic = 1; diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 658361a9d..644f540ce 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -5981,7 +5981,7 @@ void DoPlayerDeathFollowKiller(PLAYER* pp) { if (FAFcansee(ActorVectOfTop(killer), killer->sector(), pp->actor->getPosWithOffsetZ(), pp->cursector)) { - pp->Angles.addYaw(deltaangle(pp->actor->spr.Angles.Yaw, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.)); + pp->actor->spr.Angles.Yaw += deltaangle(pp->actor->spr.Angles.Yaw, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.); } } } diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index b3fc28da2..1a6f1457e 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -1529,7 +1529,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move) // New angle is formed by taking last known angle and // adjusting by the delta angle - pp->Angles.addYaw(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->actor->spr.Angles.Yaw)); + pp->actor->spr.Angles.Yaw += deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->actor->spr.Angles.Yaw); UpdatePlayerSprite(pp); }