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- SW: Replace USER
ychange
with change.Y
calls.
This commit is contained in:
parent
ad0ea3f2f1
commit
50cb85e389
6 changed files with 172 additions and 172 deletions
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@ -1001,7 +1001,7 @@ struct USER
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// precalculated vectors
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vec3_t change;
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int ychange,zchange;
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int zchange;
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int z_tgt;
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@ -306,7 +306,7 @@ void SpawnMidSplash(DSWActor* actor)
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actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
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actorNew->user.change.X = 0;
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actorNew->user.ychange = 0;
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actorNew->user.change.Y = 0;
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actorNew->user.zchange = 0;
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if (actor->user.Flags & (SPR_UNDERWATER))
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@ -329,7 +329,7 @@ void SpawnFloorSplash(DSWActor* actor)
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actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
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actorNew->user.change.X = 0;
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actorNew->user.ychange = 0;
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actorNew->user.change.Y = 0;
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actorNew->user.zchange = 0;
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if (actor->user.Flags & (SPR_UNDERWATER))
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@ -371,7 +371,7 @@ int DoBloodSpray(DSWActor* actor)
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}
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else
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{
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actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.ychange, actor->user.zchange,
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actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.zchange,
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actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
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}
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@ -399,7 +399,7 @@ int DoBloodSpray(DSWActor* actor)
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}
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else
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{
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actor->user.change.X = actor->user.ychange = 0;
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actor->user.change.X = actor->user.change.Y = 0;
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SpawnMidSplash(actor);
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QueueWallBlood(actor, hitActor->spr.ang);
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KillActor(actor);
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@ -443,7 +443,7 @@ int DoBloodSpray(DSWActor* actor)
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return 0;
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}
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actor->spr.xvel = actor->spr.yvel = actor->user.change.X = actor->user.ychange = 0;
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actor->spr.xvel = actor->spr.yvel = actor->user.change.X = actor->user.change.Y = 0;
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actor->spr.xrepeat = actor->spr.yrepeat = 70 - RandomRange(25);
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actor->spr.pos.X = bldActor->spr.pos.X;
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actor->spr.pos.Y = bldActor->spr.pos.Y;
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@ -493,7 +493,7 @@ int DoBloodSpray(DSWActor* actor)
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else
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#endif
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{
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actor->user.change.X = actor->user.ychange = 0;
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actor->user.change.X = actor->user.change.Y = 0;
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SpawnFloorSplash(actor);
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KillActor(actor);
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return true;
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@ -533,7 +533,7 @@ int DoBloodSpray(DSWActor* actor)
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actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
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actorNew->user.change.X = actor->user.change.X;
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actorNew->user.ychange = actor->user.ychange;
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actorNew->user.change.Y = actor->user.change.Y;
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actorNew->user.zchange = actor->user.zchange;
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ScaleSpriteVector(actorNew, 20000);
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@ -561,7 +561,7 @@ int DoPhosphorus(DSWActor* actor)
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actor->user.zchange += actor->user.Counter;
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}
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actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.ychange, actor->user.zchange,
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actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.zchange,
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actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2);
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MissileHitDiveArea(actor);
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@ -598,7 +598,7 @@ int DoPhosphorus(DSWActor* actor)
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SpawnFireballFlames(actor, hitActor);
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DoFlamesDamageTest(actor);
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}
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actor->user.change.X = actor->user.ychange = 0;
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actor->user.change.X = actor->user.change.Y = 0;
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KillActor(actor);
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return true;
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}
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@ -657,7 +657,7 @@ int DoPhosphorus(DSWActor* actor)
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}
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else
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{
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actor->user.change.X = actor->user.ychange = 0;
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actor->user.change.X = actor->user.change.Y = 0;
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SpawnFireballExp(actor);
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KillActor(actor);
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return true;
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@ -694,7 +694,7 @@ int DoPhosphorus(DSWActor* actor)
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}
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else
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{
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actor->user.change.X = actor->user.ychange = 0;
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actor->user.change.X = actor->user.change.Y = 0;
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SpawnFireballExp(actor);
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KillActor(actor);
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return true;
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@ -736,7 +736,7 @@ int DoPhosphorus(DSWActor* actor)
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actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
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actorNew->user.change.X = actor->user.change.X;
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actorNew->user.ychange = actor->user.ychange;
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actorNew->user.change.Y = actor->user.change.Y;
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actorNew->user.zchange = actor->user.zchange;
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actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER3; // RED
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@ -765,7 +765,7 @@ int DoChemBomb(DSWActor* actor)
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actor->user.zchange += actor->user.Counter;
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}
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actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.ychange, actor->user.zchange,
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actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.zchange,
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actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
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MissileHitDiveArea(actor);
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@ -802,7 +802,7 @@ int DoChemBomb(DSWActor* actor)
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PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
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PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
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}
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actor->user.change.X = actor->user.ychange = 0;
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actor->user.change.X = actor->user.change.Y = 0;
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actor->user.WaitTics -= (MISSILEMOVETICS * 2);
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if (actor->user.WaitTics <= 0)
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KillActor(actor);
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@ -872,7 +872,7 @@ int DoChemBomb(DSWActor* actor)
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PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
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}
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SpawnRadiationCloud(actor);
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actor->user.change.X = actor->user.ychange = 0;
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actor->user.change.X = actor->user.change.Y = 0;
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actor->user.WaitTics -= (MISSILEMOVETICS * 2);
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if (actor->user.WaitTics <= 0)
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KillActor(actor);
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@ -919,7 +919,7 @@ int DoChemBomb(DSWActor* actor)
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PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
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}
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SpawnRadiationCloud(actor);
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actor->user.change.X = actor->user.ychange = 0;
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actor->user.change.X = actor->user.change.Y = 0;
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actor->user.WaitTics -= (MISSILEMOVETICS * 2);
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if (actor->user.WaitTics <= 0)
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KillActor(actor);
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@ -955,7 +955,7 @@ int DoChemBomb(DSWActor* actor)
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actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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actorNew->user.change.X = actor->user.change.X;
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actorNew->user.ychange = actor->user.ychange;
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actorNew->user.change.Y = actor->user.change.Y;
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actorNew->user.zchange = actor->user.zchange;
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actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER6;
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@ -994,7 +994,7 @@ int DoCaltrops(DSWActor* actor)
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actor->user.zchange += actor->user.Counter;
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}
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actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.ychange, actor->user.zchange,
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actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.zchange,
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actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
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MissileHitDiveArea(actor);
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@ -1022,7 +1022,7 @@ int DoCaltrops(DSWActor* actor)
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else
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{
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// fall to the ground
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actor->user.change.X = actor->user.ychange = 0;
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actor->user.change.X = actor->user.change.Y = 0;
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}
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@ -1078,7 +1078,7 @@ int DoCaltrops(DSWActor* actor)
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}
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else
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{
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actor->user.change.X = actor->user.ychange = 0;
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actor->user.change.X = actor->user.change.Y = 0;
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actor->spr.extra |= (SPRX_BREAKABLE);
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actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
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ChangeState(actor, s_CaltropsStick);
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@ -1116,7 +1116,7 @@ int DoCaltrops(DSWActor* actor)
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}
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else
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{
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actor->user.change.X = actor->user.ychange = 0;
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actor->user.change.X = actor->user.change.Y = 0;
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actor->spr.extra |= (SPRX_BREAKABLE);
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actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
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ChangeState(actor, s_CaltropsStick);
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@ -1200,13 +1200,13 @@ int SpawnRadiationCloud(DSWActor* actor)
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{
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actorNew->user.Radius = 2000;
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actorNew->user.change.X = (MOVEx(actorNew->spr.xvel>>2, actorNew->spr.ang));
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actorNew->user.ychange = (MOVEy(actorNew->spr.xvel>>2, actorNew->spr.ang));
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actorNew->user.change.Y = (MOVEy(actorNew->spr.xvel>>2, actorNew->spr.ang));
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actorNew->spr.zvel = Z(1) + RANDOM_P2(Z(2));
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}
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else
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{
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actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->spr.zvel = Z(4) + RANDOM_P2(Z(4));
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actorNew->user.Radius = 4000;
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}
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@ -1219,7 +1219,7 @@ int DoRadiationCloud(DSWActor* actor)
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actor->spr.pos.Z -= actor->spr.zvel;
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actor->spr.pos.X += actor->user.change.X;
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actor->spr.pos.Y += actor->user.ychange;
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actor->spr.pos.Y += actor->user.change.Y;
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if (actor->user.ID)
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{
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@ -1291,12 +1291,12 @@ int PlayerInitChemBomb(PLAYERp pp)
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actorNew->spr.clipdist = 80L >> 2;
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actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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// adjust xvel according to player velocity
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actorNew->user.change.X += pp->vect.X >> 14;
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actorNew->user.ychange += pp->vect.Y >> 14;
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actorNew->user.change.Y += pp->vect.Y >> 14;
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// Smoke will come out for this many seconds
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actorNew->user.WaitTics = CHEMTICS;
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@ -1338,7 +1338,7 @@ int InitSpriteChemBomb(DSWActor* actor)
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actorNew->spr.clipdist = 80L >> 2;
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actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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// Smoke will come out for this many seconds
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@ -1384,7 +1384,7 @@ int InitChemBomb(DSWActor* actor)
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if (actor->user.ID == MUSHROOM_CLOUD || actor->user.ID == 3121 || actor->user.ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP
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{
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actorNew->user.change.X = 0;
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actorNew->user.ychange = 0;
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actorNew->user.change.Y = 0;
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actorNew->user.zchange = 0;
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actorNew->spr.xvel = actorNew->spr.yvel = actorNew->spr.zvel = 0;
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// Smoke will come out for this many seconds
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@ -1393,7 +1393,7 @@ int InitChemBomb(DSWActor* actor)
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else
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{
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actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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// Smoke will come out for this many seconds
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actorNew->user.WaitTics = 3*120;
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@ -1663,12 +1663,12 @@ int PlayerInitCaltrops(PLAYERp pp)
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actorNew->spr.clipdist = 80L >> 2;
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actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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// adjust xvel according to player velocity
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actorNew->user.change.X += pp->vect.X >> 14;
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actorNew->user.ychange += pp->vect.Y >> 14;
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actorNew->user.change.Y += pp->vect.Y >> 14;
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SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
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return 0;
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@ -1708,7 +1708,7 @@ int InitCaltrops(DSWActor* actor)
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// spawnedActor->spr.clipdist = 80L>>2;
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actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
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@ -1757,7 +1757,7 @@ int InitPhosphorus(DSWActor* actor)
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actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
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actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = (actorNew->spr.zvel >> 1);
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return 0;
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@ -1830,7 +1830,7 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
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actorNew->spr.zvel = short((-10 - RandomRange(50)) * HORIZ_MULT);
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actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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if (!GlobalSkipZrange)
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@ -2246,7 +2246,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
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actorNew->user.Flags &= ~(SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce
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actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel;
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actorNew->user.jump_speed = 200;
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@ -803,7 +803,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
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("PlayerP", w.PlayerP, def->PlayerP)
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("Sibling", w.Sibling, def->Sibling)
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("xchange", w.change.X, def->change.X)
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("ychange", w.ychange, def->ychange)
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("ychange", w.change.Y, def->change.Y)
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("zchange", w.zchange, def->zchange)
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("z_tgt", w.z_tgt, def->z_tgt)
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("vel_tgt", w.vel_tgt, def->vel_tgt)
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@ -855,7 +855,7 @@ void SectorExp(DSWActor* actor, sectortype* sectp, short orig_ang, int zh)
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exp->spr.xrepeat += (RANDOM_P2(32<<8)>>8) - 16;
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exp->spr.yrepeat += (RANDOM_P2(32<<8)>>8) - 16;
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exp->user.change.X = MOVEx(92, exp->spr.ang);
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exp->user.ychange = MOVEy(92, exp->spr.ang);
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exp->user.change.Y = MOVEy(92, exp->spr.ang);
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}
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@ -3500,7 +3500,7 @@ void SetupItemForJump(DSWActor* spawner, DSWActor* actor)
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actor->spr.zvel = -(((int)SP_TAG8(spawner))<<5);
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actor->user.change.X = MOVEx(actor->spr.xvel, actor->spr.ang);
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actor->user.ychange = MOVEy(actor->spr.xvel, actor->spr.ang);
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actor->user.change.Y = MOVEy(actor->spr.xvel, actor->spr.ang);
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actor->user.zchange = actor->spr.zvel;
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}
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}
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