- Rename PlayerAngle::oang in preparation for replacement work.

This commit is contained in:
Mitchell Richters 2022-11-25 16:26:47 +11:00 committed by Christoph Oelckers
parent bd063de5f5
commit 50cf22ec53
13 changed files with 35 additions and 35 deletions

View file

@ -343,7 +343,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl
if (arc.isReading()) if (arc.isReading())
{ {
w.oang = w.ZzANGLE; w.ZzOLDANGLE = w.ZzANGLE;
w.olook_ang = w.look_ang; w.olook_ang = w.look_ang;
w.orotscrnang = w.rotscrnang; w.orotscrnang = w.rotscrnang;
w.inputdisabled = w.inputdisabled; w.inputdisabled = w.inputdisabled;

View file

@ -100,7 +100,7 @@ private:
struct PlayerAngle struct PlayerAngle
{ {
DAngle ZzANGLE, oang, look_ang, olook_ang, rotscrnang, orotscrnang, spin; DAngle ZzANGLE, ZzOLDANGLE, look_ang, olook_ang, rotscrnang, orotscrnang, spin;
friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def); friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
@ -110,22 +110,22 @@ struct PlayerAngle
// Interpolation helpers. // Interpolation helpers.
void backup() void backup()
{ {
oang = ZzANGLE; ZzOLDANGLE = ZzANGLE;
olook_ang = look_ang; olook_ang = look_ang;
orotscrnang = rotscrnang; orotscrnang = rotscrnang;
} }
void restore() void restore()
{ {
ZzANGLE = oang; ZzANGLE = ZzOLDANGLE;
look_ang = olook_ang; look_ang = olook_ang;
rotscrnang = orotscrnang; rotscrnang = orotscrnang;
} }
// Commonly used getters. // Commonly used getters.
DAngle osum() { return oang + olook_ang; } DAngle osum() { return ZzOLDANGLE + olook_ang; }
DAngle sum() { return ZzANGLE + look_ang; } DAngle sum() { return ZzANGLE + look_ang; }
DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); } DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); }
DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(oang, ZzANGLE, interpfrac); } DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE, ZzANGLE, interpfrac); }
DAngle interpolatedlookang(double const interpfrac) { return interpolatedvalue(olook_ang, look_ang, interpfrac); } DAngle interpolatedlookang(double const interpfrac) { return interpolatedvalue(olook_ang, look_ang, interpfrac); }
DAngle interpolatedrotscrn(double const interpfrac) { return interpolatedvalue(orotscrnang, rotscrnang, interpfrac); } DAngle interpolatedrotscrn(double const interpfrac) { return interpolatedvalue(orotscrnang, rotscrnang, interpfrac); }
DAngle renderlookang(double const interpfrac) { return !SyncInput() ? look_ang : interpolatedlookang(interpfrac); } DAngle renderlookang(double const interpfrac) { return !SyncInput() ? look_ang : interpolatedlookang(interpfrac); }
@ -179,7 +179,7 @@ struct PlayerAngle
else else
{ {
ZzANGLE = value; ZzANGLE = value;
if (backup) oang = ZzANGLE; if (backup) ZzOLDANGLE = ZzANGLE;
} }
} }

View file

@ -40,7 +40,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
if (ang != DAngle::fromDeg(INT_MIN)) if (ang != DAngle::fromDeg(INT_MIN))
{ {
pPlayer->angle.oang = pPlayer->angle.ZzANGLE = ang; pPlayer->angle.ZzOLDANGLE = pPlayer->angle.ZzANGLE = ang;
} }
} }

View file

@ -401,7 +401,7 @@ void moveplayers(void)
{ {
act->restorepos(); act->restorepos();
act->backupz(); act->backupz();
act->spr.Angles.Yaw = p->angle.oang; act->spr.Angles.Yaw = p->angle.ZzOLDANGLE;
SetActor(act, act->spr.pos); SetActor(act, act->spr.pos);
} }
else else

View file

@ -123,7 +123,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
if (ang != DAngle::fromDeg(INT_MIN)) if (ang != DAngle::fromDeg(INT_MIN))
{ {
p->angle.oang = p->angle.ZzANGLE = ang; p->angle.ZzOLDANGLE = p->angle.ZzANGLE = ang;
} }
} }

View file

@ -274,13 +274,13 @@ void drawoverlays(double interpfrac)
else else
{ {
cposxy = interpolatedvalue(pp->GetActor()->getPrevPosWithOffsetZ(), pp->GetActor()->getPosWithOffsetZ(), interpfrac).XY(); cposxy = interpolatedvalue(pp->GetActor()->getPrevPosWithOffsetZ(), pp->GetActor()->getPosWithOffsetZ(), interpfrac).XY();
cang = !SyncInput() ? pp->angle.ZzANGLE : interpolatedvalue(pp->angle.oang, pp->angle.ZzANGLE, interpfrac); cang = !SyncInput() ? pp->angle.ZzANGLE : interpolatedvalue(pp->angle.ZzOLDANGLE, pp->angle.ZzANGLE, interpfrac);
} }
} }
else else
{ {
cposxy = pp->GetActor()->opos.XY(); cposxy = pp->GetActor()->opos.XY();
cang = pp->angle.oang; cang = pp->angle.ZzOLDANGLE;
} }
DrawOverheadMap(cposxy, cang, interpfrac); DrawOverheadMap(cposxy, cang, interpfrac);
RestoreInterpolations(); RestoreInterpolations();

View file

@ -477,7 +477,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
break; break;
case PLAYER_OANG: case PLAYER_OANG:
if (!bSet) SetGameVarID(lVar2, ps[iPlayer].angle.oang.Buildang(), sActor, sPlayer); if (!bSet) SetGameVarID(lVar2, ps[iPlayer].angle.ZzOLDANGLE.Buildang(), sActor, sPlayer);
break; break;
case PLAYER_ANGVEL: // This no longer exists. case PLAYER_ANGVEL: // This no longer exists.

View file

@ -72,7 +72,7 @@ void pickrandomspot(int snum)
p->GetActor()->spr.pos = po[i].opos; p->GetActor()->spr.pos = po[i].opos;
p->GetActor()->backuppos(); p->GetActor()->backuppos();
p->setbobpos(); p->setbobpos();
p->angle.oang = p->angle.ZzANGLE = po[i].oa; p->angle.ZzOLDANGLE = p->angle.ZzANGLE = po[i].oa;
p->setCursector(po[i].os); p->setCursector(po[i].os);
} }
@ -626,7 +626,7 @@ void resetpspritevars(int g, const DVector3& startpos)
act->SetOwner(act); act->SetOwner(act);
ps[j].setbobpos(); ps[j].setbobpos();
ps[j].angle.oang = ps[j].angle.ZzANGLE = act->spr.Angles.Yaw; // check me out later. ps[j].angle.ZzOLDANGLE = ps[j].angle.ZzANGLE = act->spr.Angles.Yaw; // check me out later.
updatesector(act->spr.pos, &ps[j].cursector); updatesector(act->spr.pos, &ps[j].cursector);

View file

@ -1516,17 +1516,17 @@ void checksectors_d(int snum)
return; return;
} }
if (p->newOwner != nullptr) if (p->newOwner != nullptr)
neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
else else
{ {
neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
{ {
neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag | NT_Hitag); neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag | NT_Hitag);
if (near.actor() != nullptr) if (near.actor() != nullptr)
{ {
switch (near.actor()->spr.picnum) switch (near.actor()->spr.picnum)

View file

@ -2379,21 +2379,21 @@ void checksectors_r(int snum)
} }
return; return;
} }
neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near , 80., NT_Lotag | NT_Hitag); neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near , 80., NT_Lotag | NT_Hitag);
} }
if (p->newOwner != nullptr) if (p->newOwner != nullptr)
neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
else else
{ {
neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
{ {
neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag | NT_Hitag); neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag | NT_Hitag);
if (near.actor() != nullptr) if (near.actor() != nullptr)
{ {
switch (near.actor()->spr.picnum) switch (near.actor()->spr.picnum)

View file

@ -48,7 +48,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
if (ang != DAngle::fromDeg(INT_MIN)) if (ang != DAngle::fromDeg(INT_MIN))
{ {
nPlayer->angle.oang = nPlayer->angle.ZzANGLE = ang; nPlayer->angle.ZzOLDANGLE = nPlayer->angle.ZzANGLE = ang;
} }
} }

View file

@ -66,7 +66,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
if (ang != DAngle::fromDeg(INT_MIN)) if (ang != DAngle::fromDeg(INT_MIN))
{ {
Player->angle.oang = Player->angle.ZzANGLE = ang; Player->angle.ZzOLDANGLE = Player->angle.ZzANGLE = ang;
} }
} }

View file

@ -1311,7 +1311,7 @@ void DoPlayerTeleportPause(PLAYER* pp)
void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang) void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
{ {
pp->angle.ZzANGLE = pp->angle.oang = ang; pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = ang;
pp->actor->spr.pos = pos; pp->actor->spr.pos = pos;
pp->actor->backuppos(); pp->actor->backuppos();
@ -5122,7 +5122,7 @@ void DoPlayerBeginOperate(PLAYER* pp)
pp->sop = pp->sop_control = sop; pp->sop = pp->sop_control = sop;
sop->controller = pp->actor; sop->controller = pp->actor;
pp->angle.oang = pp->angle.ZzANGLE = sop->ang; pp->angle.ZzOLDANGLE = pp->angle.ZzANGLE = sop->ang;
pp->actor->spr.pos.XY() = sop->pmid.XY(); pp->actor->spr.pos.XY() = sop->pmid.XY();
updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector); updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector);
calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz); calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz);
@ -5212,7 +5212,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
auto save_sect = pp->cursector; auto save_sect = pp->cursector;
pp->angle.oang = pp->angle.ZzANGLE = sop->ang; pp->angle.ZzOLDANGLE = pp->angle.ZzANGLE = sop->ang;
pp->actor->spr.pos.XY() = sop->pmid.XY(); pp->actor->spr.pos.XY() = sop->pmid.XY();
updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector); updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector);
calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz); calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz);
@ -5334,9 +5334,9 @@ void DoPlayerStopOperate(PLAYER* pp)
{ {
DSWActor* rsp = pp->remoteActor; DSWActor* rsp = pp->remoteActor;
if (TEST_BOOL1(rsp)) if (TEST_BOOL1(rsp))
pp->angle.ZzANGLE = pp->angle.oang = rsp->spr.Angles.Yaw; // check me out later. pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = rsp->spr.Angles.Yaw; // check me out later.
else else
pp->angle.ZzANGLE = pp->angle.oang = (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle(); pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle();
} }
if (pp->sop_control) if (pp->sop_control)
@ -7047,7 +7047,7 @@ void InitAllPlayers(void)
// Initialize all [MAX_SW_PLAYERS] arrays here! // Initialize all [MAX_SW_PLAYERS] arrays here!
for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++) for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
{ {
pp->angle.ZzANGLE = pp->angle.oang = pfirst->angle.ZzANGLE; pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = pfirst->angle.ZzANGLE;
pp->horizon.ZzHORIZON = pp->horizon.ZzOLDHORIZON = pfirst->horizon.ZzHORIZON; pp->horizon.ZzHORIZON = pp->horizon.ZzOLDHORIZON = pfirst->horizon.ZzHORIZON;
pp->cursector = pfirst->cursector; pp->cursector = pfirst->cursector;
// set like this so that player can trigger something on start of the level // set like this so that player can trigger something on start of the level
@ -7203,7 +7203,7 @@ void PlayerSpawnPosition(PLAYER* pp)
ASSERT(spawn_sprite != nullptr); ASSERT(spawn_sprite != nullptr);
pp->angle.ZzANGLE = pp->angle.oang = spawn_sprite->spr.Angles.Yaw; // check me out later. pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = spawn_sprite->spr.Angles.Yaw; // check me out later.
pp->setcursector(spawn_sprite->sector()); pp->setcursector(spawn_sprite->sector());
if (pp->actor) if (pp->actor)