mirror of
https://github.com/ZDoom/Raze.git
synced 2025-03-13 12:32:13 +00:00
- got rid of some leftovers
This commit is contained in:
parent
c0cc2b0760
commit
4b2dd2136b
2 changed files with 9 additions and 9 deletions
|
@ -513,7 +513,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
|
||||||
if (pos != nullptr)
|
if (pos != nullptr)
|
||||||
{
|
{
|
||||||
PLAYER* pp = Player + screenpeek;
|
PLAYER* pp = Player + screenpeek;
|
||||||
FVector3 campos = GetSoundPos(pp->int_ppos());
|
FVector3 campos = GetSoundPos(pp->pos);
|
||||||
DVector3 vPos = {};
|
DVector3 vPos = {};
|
||||||
bool pancheck = false;
|
bool pancheck = false;
|
||||||
|
|
||||||
|
|
|
@ -1012,7 +1012,7 @@ bool ActorTestSpawn(DSWActor* actor)
|
||||||
default: c = "?"; break;
|
default: c = "?"; break;
|
||||||
}
|
}
|
||||||
Printf("WARNING: skill-masked %s at %d,%d,%d not being killed because it "
|
Printf("WARNING: skill-masked %s at %d,%d,%d not being killed because it "
|
||||||
"activates something\n", c, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z);
|
"activates something\n", c, int(actor->spr.pos.X), int(actor->spr.pos.Y), int(actor->spr.pos.Z));
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
//always spawn girls in addons
|
//always spawn girls in addons
|
||||||
|
@ -1915,7 +1915,7 @@ void SpriteSetup(void)
|
||||||
if (TEST_BOOL1(actor))
|
if (TEST_BOOL1(actor))
|
||||||
actor->vel.X = 0;
|
actor->vel.X = 0;
|
||||||
else
|
else
|
||||||
actor->set_int_xvel(actor->spr.lotag);
|
actor->vel.X = actor->spr.lotag * maptoworld;
|
||||||
|
|
||||||
StartInterpolation(actor->sector(), Interp_Sect_FloorPanX);
|
StartInterpolation(actor->sector(), Interp_Sect_FloorPanX);
|
||||||
StartInterpolation(actor->sector(), Interp_Sect_FloorPanY);
|
StartInterpolation(actor->sector(), Interp_Sect_FloorPanY);
|
||||||
|
@ -1952,8 +1952,8 @@ void SpriteSetup(void)
|
||||||
if (TEST_BOOL1(actor))
|
if (TEST_BOOL1(actor))
|
||||||
actor->vel.X = 0;
|
actor->vel.X = 0;
|
||||||
else
|
else
|
||||||
actor->set_int_xvel(actor->spr.lotag);
|
actor->vel.X = actor->spr.lotag * maptoworld;
|
||||||
actor->set_int_ang(SP_TAG6(actor));
|
actor->spr.angle = DAngle::fromBuild(SP_TAG6(actor));
|
||||||
// attach to the sector that contains the wall
|
// attach to the sector that contains the wall
|
||||||
ChangeActorSect(actor, hit.hitSector);
|
ChangeActorSect(actor, hit.hitSector);
|
||||||
StartInterpolation(hit.hitWall, Interp_Wall_PanX);
|
StartInterpolation(hit.hitWall, Interp_Wall_PanX);
|
||||||
|
@ -2481,7 +2481,7 @@ void SpriteSetup(void)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case DEMO_CAMERA:
|
case DEMO_CAMERA:
|
||||||
actor->set_int_zvel(100); //attempt horiz control
|
actor->vel.Z = 100 / 256.; //attempt horiz control
|
||||||
change_actor_stat(actor, STAT_DEMO_CAMERA);
|
change_actor_stat(actor, STAT_DEMO_CAMERA);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -3593,7 +3593,7 @@ int ActorCoughItem(DSWActor* actor)
|
||||||
actorNew->spr.cstat = 0;
|
actorNew->spr.cstat = 0;
|
||||||
actorNew->spr.extra = 0;
|
actorNew->spr.extra = 0;
|
||||||
actorNew->spr.pos = { actor->spr.pos.XY(), ActorZOfMiddle(actor) };
|
actorNew->spr.pos = { actor->spr.pos.XY(), ActorZOfMiddle(actor) };
|
||||||
actorNew->set_int_ang(0);
|
actorNew->spr.angle = nullAngle;
|
||||||
actorNew->spr.extra = 0;
|
actorNew->spr.extra = 0;
|
||||||
|
|
||||||
// vel
|
// vel
|
||||||
|
@ -3632,7 +3632,7 @@ int ActorCoughItem(DSWActor* actor)
|
||||||
actorNew->spr.cstat = 0;
|
actorNew->spr.cstat = 0;
|
||||||
actorNew->spr.extra = 0;
|
actorNew->spr.extra = 0;
|
||||||
actorNew->spr.pos = { actor->spr.pos.XY(), ActorZOfMiddle(actor) };
|
actorNew->spr.pos = { actor->spr.pos.XY(), ActorZOfMiddle(actor) };
|
||||||
actorNew->set_int_ang(0);
|
actorNew->spr.angle = nullAngle;
|
||||||
actorNew->spr.extra = 0;
|
actorNew->spr.extra = 0;
|
||||||
|
|
||||||
// vel
|
// vel
|
||||||
|
@ -3747,7 +3747,7 @@ int ActorCoughItem(DSWActor* actor)
|
||||||
actorNew->spr.cstat = 0;
|
actorNew->spr.cstat = 0;
|
||||||
actorNew->spr.extra = 0;
|
actorNew->spr.extra = 0;
|
||||||
actorNew->spr.pos = { actor->spr.pos.XY(), ActorZOfMiddle(actor) };
|
actorNew->spr.pos = { actor->spr.pos.XY(), ActorZOfMiddle(actor) };
|
||||||
actorNew->set_int_ang(0);
|
actorNew->spr.angle = nullAngle;
|
||||||
actorNew->spr.extra = 0;
|
actorNew->spr.extra = 0;
|
||||||
|
|
||||||
// vel
|
// vel
|
||||||
|
|
Loading…
Reference in a new issue