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https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- Rename PlayerAngle::oang
in preparation for replacement work.
This commit is contained in:
parent
bd063de5f5
commit
50cf22ec53
13 changed files with 35 additions and 35 deletions
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@ -343,7 +343,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl
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if (arc.isReading())
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{
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w.oang = w.ZzANGLE;
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w.ZzOLDANGLE = w.ZzANGLE;
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w.olook_ang = w.look_ang;
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w.orotscrnang = w.rotscrnang;
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w.inputdisabled = w.inputdisabled;
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@ -100,7 +100,7 @@ private:
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struct PlayerAngle
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{
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DAngle ZzANGLE, oang, look_ang, olook_ang, rotscrnang, orotscrnang, spin;
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DAngle ZzANGLE, ZzOLDANGLE, look_ang, olook_ang, rotscrnang, orotscrnang, spin;
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
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@ -110,22 +110,22 @@ struct PlayerAngle
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// Interpolation helpers.
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void backup()
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{
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oang = ZzANGLE;
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ZzOLDANGLE = ZzANGLE;
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olook_ang = look_ang;
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orotscrnang = rotscrnang;
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}
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void restore()
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{
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ZzANGLE = oang;
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ZzANGLE = ZzOLDANGLE;
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look_ang = olook_ang;
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rotscrnang = orotscrnang;
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}
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// Commonly used getters.
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DAngle osum() { return oang + olook_ang; }
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DAngle osum() { return ZzOLDANGLE + olook_ang; }
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DAngle sum() { return ZzANGLE + look_ang; }
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DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); }
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DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(oang, ZzANGLE, interpfrac); }
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DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE, ZzANGLE, interpfrac); }
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DAngle interpolatedlookang(double const interpfrac) { return interpolatedvalue(olook_ang, look_ang, interpfrac); }
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DAngle interpolatedrotscrn(double const interpfrac) { return interpolatedvalue(orotscrnang, rotscrnang, interpfrac); }
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DAngle renderlookang(double const interpfrac) { return !SyncInput() ? look_ang : interpolatedlookang(interpfrac); }
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@ -179,7 +179,7 @@ struct PlayerAngle
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else
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{
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ZzANGLE = value;
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if (backup) oang = ZzANGLE;
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if (backup) ZzOLDANGLE = ZzANGLE;
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}
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}
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@ -40,7 +40,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
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if (ang != DAngle::fromDeg(INT_MIN))
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{
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pPlayer->angle.oang = pPlayer->angle.ZzANGLE = ang;
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pPlayer->angle.ZzOLDANGLE = pPlayer->angle.ZzANGLE = ang;
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}
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}
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@ -401,7 +401,7 @@ void moveplayers(void)
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{
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act->restorepos();
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act->backupz();
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act->spr.Angles.Yaw = p->angle.oang;
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act->spr.Angles.Yaw = p->angle.ZzOLDANGLE;
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SetActor(act, act->spr.pos);
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}
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else
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@ -123,7 +123,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
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if (ang != DAngle::fromDeg(INT_MIN))
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{
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p->angle.oang = p->angle.ZzANGLE = ang;
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p->angle.ZzOLDANGLE = p->angle.ZzANGLE = ang;
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}
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}
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@ -274,13 +274,13 @@ void drawoverlays(double interpfrac)
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else
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{
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cposxy = interpolatedvalue(pp->GetActor()->getPrevPosWithOffsetZ(), pp->GetActor()->getPosWithOffsetZ(), interpfrac).XY();
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cang = !SyncInput() ? pp->angle.ZzANGLE : interpolatedvalue(pp->angle.oang, pp->angle.ZzANGLE, interpfrac);
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cang = !SyncInput() ? pp->angle.ZzANGLE : interpolatedvalue(pp->angle.ZzOLDANGLE, pp->angle.ZzANGLE, interpfrac);
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}
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}
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else
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{
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cposxy = pp->GetActor()->opos.XY();
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cang = pp->angle.oang;
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cang = pp->angle.ZzOLDANGLE;
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}
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DrawOverheadMap(cposxy, cang, interpfrac);
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RestoreInterpolations();
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@ -477,7 +477,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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case PLAYER_OANG:
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if (!bSet) SetGameVarID(lVar2, ps[iPlayer].angle.oang.Buildang(), sActor, sPlayer);
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if (!bSet) SetGameVarID(lVar2, ps[iPlayer].angle.ZzOLDANGLE.Buildang(), sActor, sPlayer);
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break;
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case PLAYER_ANGVEL: // This no longer exists.
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@ -72,7 +72,7 @@ void pickrandomspot(int snum)
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p->GetActor()->spr.pos = po[i].opos;
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p->GetActor()->backuppos();
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p->setbobpos();
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p->angle.oang = p->angle.ZzANGLE = po[i].oa;
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p->angle.ZzOLDANGLE = p->angle.ZzANGLE = po[i].oa;
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p->setCursector(po[i].os);
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}
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@ -626,7 +626,7 @@ void resetpspritevars(int g, const DVector3& startpos)
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act->SetOwner(act);
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ps[j].setbobpos();
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ps[j].angle.oang = ps[j].angle.ZzANGLE = act->spr.Angles.Yaw; // check me out later.
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ps[j].angle.ZzOLDANGLE = ps[j].angle.ZzANGLE = act->spr.Angles.Yaw; // check me out later.
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updatesector(act->spr.pos, &ps[j].cursector);
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@ -1516,17 +1516,17 @@ void checksectors_d(int snum)
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return;
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}
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if (p->newOwner != nullptr)
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neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
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neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
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else
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{
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neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
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neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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{
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag | NT_Hitag);
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag | NT_Hitag);
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if (near.actor() != nullptr)
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{
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switch (near.actor()->spr.picnum)
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@ -2379,21 +2379,21 @@ void checksectors_r(int snum)
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}
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return;
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}
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neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near , 80., NT_Lotag | NT_Hitag);
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neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near , 80., NT_Lotag | NT_Hitag);
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}
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if (p->newOwner != nullptr)
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neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
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neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
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else
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{
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neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
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neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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{
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag | NT_Hitag);
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neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag | NT_Hitag);
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if (near.actor() != nullptr)
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{
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switch (near.actor()->spr.picnum)
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@ -48,7 +48,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
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if (ang != DAngle::fromDeg(INT_MIN))
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{
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nPlayer->angle.oang = nPlayer->angle.ZzANGLE = ang;
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nPlayer->angle.ZzOLDANGLE = nPlayer->angle.ZzANGLE = ang;
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}
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}
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@ -66,7 +66,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
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if (ang != DAngle::fromDeg(INT_MIN))
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{
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Player->angle.oang = Player->angle.ZzANGLE = ang;
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Player->angle.ZzOLDANGLE = Player->angle.ZzANGLE = ang;
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}
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}
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@ -1311,7 +1311,7 @@ void DoPlayerTeleportPause(PLAYER* pp)
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void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
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{
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pp->angle.ZzANGLE = pp->angle.oang = ang;
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pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = ang;
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pp->actor->spr.pos = pos;
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pp->actor->backuppos();
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@ -5122,7 +5122,7 @@ void DoPlayerBeginOperate(PLAYER* pp)
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pp->sop = pp->sop_control = sop;
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sop->controller = pp->actor;
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pp->angle.oang = pp->angle.ZzANGLE = sop->ang;
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pp->angle.ZzOLDANGLE = pp->angle.ZzANGLE = sop->ang;
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pp->actor->spr.pos.XY() = sop->pmid.XY();
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updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector);
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calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz);
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@ -5212,7 +5212,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
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auto save_sect = pp->cursector;
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pp->angle.oang = pp->angle.ZzANGLE = sop->ang;
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pp->angle.ZzOLDANGLE = pp->angle.ZzANGLE = sop->ang;
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pp->actor->spr.pos.XY() = sop->pmid.XY();
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updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector);
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calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz);
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@ -5334,9 +5334,9 @@ void DoPlayerStopOperate(PLAYER* pp)
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{
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DSWActor* rsp = pp->remoteActor;
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if (TEST_BOOL1(rsp))
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pp->angle.ZzANGLE = pp->angle.oang = rsp->spr.Angles.Yaw; // check me out later.
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pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = rsp->spr.Angles.Yaw; // check me out later.
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else
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pp->angle.ZzANGLE = pp->angle.oang = (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle();
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pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle();
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}
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if (pp->sop_control)
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@ -7047,7 +7047,7 @@ void InitAllPlayers(void)
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// Initialize all [MAX_SW_PLAYERS] arrays here!
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for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
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{
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pp->angle.ZzANGLE = pp->angle.oang = pfirst->angle.ZzANGLE;
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pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = pfirst->angle.ZzANGLE;
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pp->horizon.ZzHORIZON = pp->horizon.ZzOLDHORIZON = pfirst->horizon.ZzHORIZON;
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pp->cursector = pfirst->cursector;
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// set like this so that player can trigger something on start of the level
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@ -7203,7 +7203,7 @@ void PlayerSpawnPosition(PLAYER* pp)
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ASSERT(spawn_sprite != nullptr);
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pp->angle.ZzANGLE = pp->angle.oang = spawn_sprite->spr.Angles.Yaw; // check me out later.
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pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = spawn_sprite->spr.Angles.Yaw; // check me out later.
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pp->setcursector(spawn_sprite->sector());
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if (pp->actor)
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