- got rid of some leftovers

This commit is contained in:
Christoph Oelckers 2022-09-06 19:47:15 +02:00
parent c0cc2b0760
commit 4b2dd2136b
2 changed files with 9 additions and 9 deletions

View file

@ -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;

View file

@ -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