mirror of
https://github.com/ZDoom/Raze.git
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- SW: Replace SECTOR_OBJECT
xmid
with pmid.X
calls.
This commit is contained in:
parent
1c0ba71c69
commit
5e2bbb12b5
10 changed files with 56 additions and 56 deletions
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@ -1464,7 +1464,7 @@ void drawscreen(PLAYER* pp, double smoothratio)
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if (TEST_BOOL1(ractor))
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tang = buildang(ractor->spr.ang);
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else
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tang = bvectangbam(pp->sop_remote->xmid - tx, pp->sop_remote->ymid - ty);
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tang = bvectangbam(pp->sop_remote->pmid.X - tx, pp->sop_remote->ymid - ty);
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}
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if (pp->Flags & (PF_VIEW_FROM_OUTSIDE))
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@ -1414,7 +1414,7 @@ struct SECTOR_OBJECT
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union
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{
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struct { int xmid, ymid, zmid; }; // midpoints of the sector object
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struct { int BLAHBLAHX, ymid, zmid; }; // midpoints of the sector object
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vec3_t pmid;
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};
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@ -1570,7 +1570,7 @@ enum
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MAXSO = INT32_MAX
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};
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inline bool SO_EMPTY(SECTOR_OBJECT* sop) { return (sop->xmid == INT32_MAX); }
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inline bool SO_EMPTY(SECTOR_OBJECT* sop) { return (sop->pmid.X == INT32_MAX); }
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extern SECTOR_OBJECT SectorObject[MAX_SECTOR_OBJECTS];
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@ -106,7 +106,7 @@ static int &getvalue(so_interp::interp_data& element, bool write)
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case soi_floor:
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return *sector[index].floorzptr(!write);
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case soi_sox:
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return SectorObject[index].xmid;
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return SectorObject[index].pmid.X;
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case soi_soy:
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return SectorObject[index].ymid;
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case soi_soz:
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@ -310,7 +310,7 @@ void MorphTornado(SECTOR_OBJECT* sop)
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return;
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// place at correct x,y offset from center
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x = sop->xmid - sop->morph_xoff;
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x = sop->pmid.X - sop->morph_xoff;
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y = sop->ymid - sop->morph_yoff;
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sx = x;
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@ -321,10 +321,10 @@ void MorphTornado(SECTOR_OBJECT* sop)
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my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14);
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// bound check radius
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if (ksqrt(SQ(sop->xmid - mx) + SQ(sop->ymid - my)) > sop->morph_dist_max + sop->scale_dist)
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if (ksqrt(SQ(sop->pmid.X - mx) + SQ(sop->ymid - my)) > sop->morph_dist_max + sop->scale_dist)
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{
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// find angle
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sop->morph_ang = NORM_ANGLE(getangle(mx - sop->xmid, my - sop->ymid));
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sop->morph_ang = NORM_ANGLE(getangle(mx - sop->pmid.X, my - sop->ymid));
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// reverse angle
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sop->morph_ang = NORM_ANGLE(sop->morph_ang + 1024);
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@ -332,12 +332,12 @@ void MorphTornado(SECTOR_OBJECT* sop)
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mx = sx + MulScale(sop->morph_speed << 1, bcos(sop->morph_ang), 14);
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my = sy + MulScale(sop->morph_speed << 1, bsin(sop->morph_ang), 14);
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sop->morph_xoff = sop->xmid - mx;
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sop->morph_xoff = sop->pmid.X - mx;
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sop->morph_yoff = sop->ymid - my;
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}
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// save x,y back as offset info
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sop->morph_xoff = sop->xmid - mx;
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sop->morph_xoff = sop->pmid.X - mx;
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sop->morph_yoff = sop->ymid - my;
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if ((RANDOM_P2(1024<<4)>>4) < sop->morph_rand_freq)
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@ -390,7 +390,7 @@ void MorphFloor(SECTOR_OBJECT* sop)
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return;
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// place at correct x,y offset from center
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x = sop->xmid - sop->morph_xoff;
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x = sop->pmid.X - sop->morph_xoff;
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y = sop->ymid - sop->morph_yoff;
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// move it from last x,y
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@ -398,11 +398,11 @@ void MorphFloor(SECTOR_OBJECT* sop)
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my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14);
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// save x,y back as offset info
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sop->morph_xoff = sop->xmid - mx;
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sop->morph_xoff = sop->pmid.X - mx;
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sop->morph_yoff = sop->ymid - my;
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// bound check radius
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if (Distance(sop->xmid, sop->ymid, mx, my) > sop->morph_dist_max)
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if (Distance(sop->pmid.X, sop->ymid, mx, my) > sop->morph_dist_max)
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{
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// go in the other direction
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//sop->morph_speed *= -1;
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@ -411,7 +411,7 @@ void MorphFloor(SECTOR_OBJECT* sop)
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// back it up and save it off
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mx = x + MulScale(sop->morph_speed, bcos(sop->morph_ang), 14);
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my = y + MulScale(sop->morph_speed, bsin(sop->morph_ang), 14);
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sop->morph_xoff = sop->xmid - mx;
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sop->morph_xoff = sop->pmid.X - mx;
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sop->morph_yoff = sop->ymid - my;
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// turn it all the way around and then do a random -512 to 512 from there
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@ -514,7 +514,7 @@ void SpikeFloor(SECTOR_OBJECT* sop)
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return;
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// place at correct x,y offset from center
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x = sop->xmid - sop->morph_xoff;
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x = sop->pmid.X - sop->morph_xoff;
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y = sop->ymid - sop->morph_yoff;
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// move it from last x,y
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@ -1562,7 +1562,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel)
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pp->actor->spr.ang = pp->angle.ang.asbuild();
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}
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OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->sop->xmid, pp->sop->ymid);
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OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->sop->pmid.X, pp->sop->ymid);
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}
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void SlipSlope(PLAYER* pp)
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@ -2576,7 +2576,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
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x[count] = wal.pos.X;
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y[count] = wal.pos.Y;
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ox[count] = sop->xmid - sop->xorig[wallcount];
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ox[count] = sop->pmid.X - sop->xorig[wallcount];
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oy[count] = sop->ymid - sop->yorig[wallcount];
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count++;
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@ -4826,7 +4826,7 @@ void FindMainSector(SECTOR_OBJECT* sop)
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// find the main sector - only do this once for each sector object
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if (sop->op_main_sector == nullptr)
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{
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int sx = sop->xmid;
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int sx = sop->pmid.X;
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int sy = sop->ymid;
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PlaceSectorObject(sop, MAXSO, MAXSO);
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@ -4907,7 +4907,7 @@ void DoPlayerBeginOperate(PLAYER* pp)
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sop->controller = pp->actor;
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pp->angle.oang = pp->angle.ang = buildang(sop->ang);
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pp->pos.X = sop->xmid;
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pp->pos.X = sop->pmid.X;
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pp->pos.Y = sop->ymid;
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updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
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getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
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@ -4992,7 +4992,7 @@ 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.ang = buildang(sop->ang);
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pp->pos.X = sop->xmid;
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pp->pos.X = sop->pmid.X;
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pp->pos.Y = sop->ymid;
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updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
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getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
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@ -5116,7 +5116,7 @@ void DoPlayerStopOperate(PLAYER* pp)
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if (TEST_BOOL1(rsp))
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pp->angle.ang = pp->angle.oang = buildang(rsp->spr.ang);
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else
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pp->angle.ang = pp->angle.oang = bvectangbam(pp->sop_remote->xmid - pp->pos.X, pp->sop_remote->ymid - pp->pos.Y);
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pp->angle.ang = pp->angle.oang = bvectangbam(pp->sop_remote->pmid.X - pp->pos.X, pp->sop_remote->ymid - pp->pos.Y);
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}
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if (pp->sop_control)
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@ -636,7 +636,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w,
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.Array("yorig", w.yorig, def->yorig, w.num_walls)
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("controller", w.controller, def->controller)
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("child", w.sp_child, def->sp_child)
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("xmid", w.xmid, def->xmid)
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("xmid", w.pmid.X, def->pmid.X)
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("ymid", w.ymid, def->ymid)
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("zmid", w.zmid, def->zmid)
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("vel", w.vel, def->vel)
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@ -379,7 +379,7 @@ void SectorSetup(void)
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SectorObject[ndx].mid_sector = nullptr;
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SectorObject[ndx].op_main_sector = nullptr;
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SectorObject[ndx].morph_wall_point = nullptr;
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SectorObject[ndx].xmid = INT32_MAX;
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SectorObject[ndx].pmid.X = INT32_MAX;
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}
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memset(SineWaveFloor, 0, sizeof(SineWaveFloor));
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@ -1071,7 +1071,7 @@ bool TestKillSectorObject(SECTOR_OBJECT* sop)
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{
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KillMatchingCrackSprites(sop->match_event);
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// get new sectnums
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CollapseSectorObject(sop, sop->xmid, sop->ymid);
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CollapseSectorObject(sop, sop->pmid.X, sop->ymid);
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DoSpawnSpotsForKill(sop->match_event);
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KillSectorObjectSprites(sop);
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return true;
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@ -2659,7 +2659,7 @@ void DoSector(void)
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}
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else
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{
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DISTANCE(pp->pos.X, pp->pos.Y, sop->xmid, sop->ymid, dist, a, b, c);
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DISTANCE(pp->pos.X, pp->pos.Y, sop->pmid.X, sop->ymid, dist, a, b, c);
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if (dist < min_dist)
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min_dist = dist;
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}
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@ -601,7 +601,7 @@ void GameInterface::UpdateSounds(void)
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if (TEST_BOOL1(rsp))
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tang = buildang(rsp->spr.ang);
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else
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tang = bvectangbam(pp->sop_remote->xmid - pp->pos.X, pp->sop_remote->ymid - pp->pos.Y);
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tang = bvectangbam(pp->sop_remote->pmid.X - pp->pos.X, pp->sop_remote->ymid - pp->pos.Y);
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}
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else tang = pp->angle.ang;
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@ -716,7 +716,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
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BoundActor = FindBoundSprite(SECT_SO_CENTER);
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if (BoundActor)
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{
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sop->xmid = BoundActor->spr.pos.X;
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sop->pmid.X = BoundActor->spr.pos.X;
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sop->ymid = BoundActor->spr.pos.Y;
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sop->zmid = BoundActor->spr.pos.Z;
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KillActor(BoundActor);
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@ -855,12 +855,12 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
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short ang2;
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sop->clipdist = 0;
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sop->clipbox_dist[sop->clipbox_num] = itActor->spr.lotag;
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sop->clipbox_xoff[sop->clipbox_num] = sop->xmid - itActor->spr.pos.X;
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sop->clipbox_xoff[sop->clipbox_num] = sop->pmid.X - itActor->spr.pos.X;
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sop->clipbox_yoff[sop->clipbox_num] = sop->ymid - itActor->spr.pos.Y;
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sop->clipbox_vdist[sop->clipbox_num] = ksqrt(SQ(sop->xmid - itActor->spr.pos.X) + SQ(sop->ymid - itActor->spr.pos.Y));
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sop->clipbox_vdist[sop->clipbox_num] = ksqrt(SQ(sop->pmid.X - itActor->spr.pos.X) + SQ(sop->ymid - itActor->spr.pos.Y));
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ang2 = getangle(itActor->spr.pos.X - sop->xmid, itActor->spr.pos.Y - sop->ymid);
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ang2 = getangle(itActor->spr.pos.X - sop->pmid.X, itActor->spr.pos.Y - sop->ymid);
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sop->clipbox_ang[sop->clipbox_num] = getincangle(ang2, sop->ang);
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sop->clipbox_num++;
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@ -881,7 +881,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
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}
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itActor->user.pos.X = sop->xmid - itActor->spr.pos.X;
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itActor->user.pos.X = sop->pmid.X - itActor->spr.pos.X;
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itActor->user.pos.Y = sop->ymid - itActor->spr.pos.Y;
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itActor->user.pos.Z = sop->mid_sector->floorz - itActor->spr.pos.Z;
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@ -1037,14 +1037,14 @@ void SetupSectorObject(sectortype* sectp, short tag)
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case TAG_OBJECT_CENTER - 500:
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sop->mid_sector = sectp;
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SectorMidPoint(sectp, &sop->xmid, &sop->ymid, &sop->zmid);
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SectorMidPoint(sectp, &sop->pmid.X, &sop->ymid, &sop->zmid);
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sop->dir = 1;
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sop->track = sectp->hitag;
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// spawn a sprite to make it easier to integrate with sprite routines
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auto actorNew = SpawnActor(STAT_SO_SP_CHILD, 0, nullptr, sectp,
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sop->xmid, sop->ymid, sop->zmid, 0, 0);
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sop->pmid.X, sop->ymid, sop->zmid, 0, 0);
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sop->sp_child = actorNew;
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actorNew->user.sop_parent = sop;
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actorNew->user.Flags2 |= (SPR2_SPRITE_FAKE_BLOCK); // for damage test
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@ -1400,7 +1400,7 @@ void PlaceSectorObjectsOnTracks(void)
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// move all walls in sectors
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for (auto& wal : wallsofsector(sop->sectp[j]))
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{
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sop->xorig[sop->num_walls] = sop->xmid - wal.pos.X;
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sop->xorig[sop->num_walls] = sop->pmid.X - wal.pos.X;
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sop->yorig[sop->num_walls] = sop->ymid - wal.pos.Y;
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sop->num_walls++;
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}
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@ -1420,7 +1420,7 @@ void PlaceSectorObjectsOnTracks(void)
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{
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tpoint = Track[sop->track].TrackPoint;
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dist = Distance((tpoint + j)->x, (tpoint + j)->y, sop->xmid, sop->ymid);
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dist = Distance((tpoint + j)->x, (tpoint + j)->y, sop->pmid.X, sop->ymid);
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if (dist < low_dist)
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{
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@ -1438,7 +1438,7 @@ void PlaceSectorObjectsOnTracks(void)
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NextTrackPoint(sop);
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sop->ang = getangle((tpoint + sop->point)->x - sop->xmid, (tpoint + sop->point)->y - sop->ymid);
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sop->ang = getangle((tpoint + sop->point)->x - sop->pmid.X, (tpoint + sop->point)->y - sop->ymid);
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sop->ang_moving = sop->ang_tgt = sop->ang;
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}
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@ -1591,18 +1591,18 @@ void MovePoints(SECTOR_OBJECT* sop, short delta_ang, int nx, int ny)
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int i, rot_ang;
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bool PlayerMove = true;
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if (sop->xmid >= MAXSO)
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if (sop->pmid.X >= MAXSO)
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PlayerMove = false;
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// move along little midpoint
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sop->xmid += nx;
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sop->pmid.X += nx;
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sop->ymid += ny;
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if (sop->xmid >= MAXSO)
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if (sop->pmid.X >= MAXSO)
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PlayerMove = false;
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// move child sprite along also
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sop->sp_child->spr.pos.X = sop->xmid;
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sop->sp_child->spr.pos.X = sop->pmid.X;
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sop->sp_child->spr.pos.Y = sop->ymid;
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@ -1701,7 +1701,7 @@ PlayerPart:
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}
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}
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actor->spr.pos.X = sop->xmid - actor->user.pos.X;
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actor->spr.pos.X = sop->pmid.X - actor->user.pos.X;
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actor->spr.pos.Y = sop->ymid - actor->user.pos.Y;
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// sprites z update
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@ -1761,7 +1761,7 @@ PlayerPart:
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// Does not necessarily move with the sector so must accout for
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// moving across sectors
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if (sop->xmid < MAXSO) // special case for operating SO's
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if (sop->pmid.X < MAXSO) // special case for operating SO's
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SetActorZ(sop->so_actors[i], &actor->spr.pos);
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}
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@ -1838,14 +1838,14 @@ void RefreshPoints(SECTOR_OBJECT* sop, int nx, int ny, bool dynamic)
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{
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if (!(wal.extra && (wal.extra & WALLFX_DONT_MOVE)))
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{
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dx = x = sop->xmid - sop->xorig[wallcount];
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dx = x = sop->pmid.X - sop->xorig[wallcount];
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dy = y = sop->ymid - sop->yorig[wallcount];
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if (dynamic && sop->scale_type)
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{
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if (!(wal.extra & WALLFX_DONT_SCALE))
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{
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ang = NORM_ANGLE(getangle(x - sop->xmid, y - sop->ymid));
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ang = NORM_ANGLE(getangle(x - sop->pmid.X, y - sop->ymid));
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if (sop->scale_type == SO_SCALE_RANDOM_POINT)
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{
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@ -2249,7 +2249,7 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny)
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// calculate an angle to the target
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if (sop->vel)
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sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->xmid, tpoint->y - sop->ymid);
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sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->pmid.X, tpoint->y - sop->ymid);
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// NOTE: Jittery ride - try new value out here
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// NOTE: Put a loop around this (locktics) to make it more acuruate
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||||
|
@ -2505,10 +2505,10 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny)
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tpoint = Track[sop->track].TrackPoint + sop->point;
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||||
|
||||
// calculate distance to target poing
|
||||
sop->target_dist = Distance(sop->xmid, sop->ymid, tpoint->x, tpoint->y);
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||||
sop->target_dist = Distance(sop->pmid.X, sop->ymid, tpoint->x, tpoint->y);
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||||
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||||
// calculate a new angle to the target
|
||||
sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->xmid, tpoint->y - sop->ymid);
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||||
sop->ang_moving = sop->ang_tgt = getangle(tpoint->x - sop->pmid.X, tpoint->y - sop->ymid);
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||||
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||||
if ((sop->flags & SOBJ_ZDIFF_MODE))
|
||||
{
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||||
|
@ -2520,7 +2520,7 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny)
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|||
dz = tpoint->z - sop->zdelta;
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = DIST(dx, dy, sop->xmid, sop->ymid);
|
||||
dist = DIST(dx, dy, sop->pmid.X, sop->ymid);
|
||||
|
||||
// (velocity * difference between the target and the object)
|
||||
// / distance
|
||||
|
@ -2572,7 +2572,7 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny)
|
|||
*nx = ((sop->vel) >> 8) * locktics * bcos(sop->ang_moving) >> 14;
|
||||
*ny = ((sop->vel) >> 8) * locktics * bsin(sop->ang_moving) >> 14;
|
||||
|
||||
dist = Distance(sop->xmid, sop->ymid, sop->xmid + *nx, sop->ymid + *ny);
|
||||
dist = Distance(sop->pmid.X, sop->ymid, sop->pmid.X + *nx, sop->ymid + *ny);
|
||||
sop->target_dist -= dist;
|
||||
}
|
||||
}
|
||||
|
@ -2614,7 +2614,7 @@ void OperateSectorObjectForTics(SECTOR_OBJECT* sop, short newang, int newx, int
|
|||
sop->spin_ang = 0;
|
||||
sop->ang = newang;
|
||||
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
|
||||
RefreshPoints(sop, newx - sop->pmid.X, newy - sop->ymid, false);
|
||||
}
|
||||
|
||||
void OperateSectorObject(SECTOR_OBJECT* sop, short newang, int newx, int newy)
|
||||
|
@ -2625,7 +2625,7 @@ void OperateSectorObject(SECTOR_OBJECT* sop, short newang, int newx, int newy)
|
|||
void PlaceSectorObject(SECTOR_OBJECT* sop, int newx, int newy)
|
||||
{
|
||||
so_setinterpolationtics(sop, synctics);
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
|
||||
RefreshPoints(sop, newx - sop->pmid.X, newy - sop->ymid, false);
|
||||
}
|
||||
|
||||
void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATOR* animator)
|
||||
|
@ -2681,7 +2681,7 @@ void KillSectorObject(SECTOR_OBJECT* sop)
|
|||
sop->spin_ang = 0;
|
||||
sop->ang = sop->ang_tgt;
|
||||
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
|
||||
RefreshPoints(sop, newx - sop->pmid.X, newy - sop->ymid, false);
|
||||
}
|
||||
|
||||
|
||||
|
@ -2732,7 +2732,7 @@ void DoTornadoObject(SECTOR_OBJECT* sop)
|
|||
|
||||
auto cursect = sop->op_main_sector; // for sop->vel
|
||||
floor_dist = (abs(cursect->ceilingz - cursect->floorz)) >> 2;
|
||||
pos.X = sop->xmid;
|
||||
pos.X = sop->pmid.X;
|
||||
pos.Y = sop->ymid;
|
||||
pos.Z = floor_dist;
|
||||
|
||||
|
@ -2746,7 +2746,7 @@ void DoTornadoObject(SECTOR_OBJECT* sop)
|
|||
}
|
||||
|
||||
TornadoSpin(sop);
|
||||
RefreshPoints(sop, pos.X - sop->xmid, pos.Y - sop->ymid, true);
|
||||
RefreshPoints(sop, pos.X - sop->pmid.X, pos.Y - sop->ymid, true);
|
||||
}
|
||||
|
||||
void DoAutoTurretObject(SECTOR_OBJECT* sop)
|
||||
|
@ -2815,7 +2815,7 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop)
|
|||
}
|
||||
}
|
||||
|
||||
sop->ang_tgt = getangle(actor->user.targetActor->spr.pos.X - sop->xmid, actor->user.targetActor->spr.pos.Y - sop->ymid);
|
||||
sop->ang_tgt = getangle(actor->user.targetActor->spr.pos.X - sop->pmid.X, actor->user.targetActor->spr.pos.Y - sop->ymid);
|
||||
|
||||
// get delta to target angle
|
||||
delta_ang = getincangle(sop->ang, sop->ang_tgt);
|
||||
|
@ -2838,7 +2838,7 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop)
|
|||
}
|
||||
}
|
||||
|
||||
OperateSectorObjectForTics(sop, sop->ang, sop->xmid, sop->ymid, 2*synctics);
|
||||
OperateSectorObjectForTics(sop, sop->ang, sop->pmid.X, sop->ymid, 2*synctics);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -10215,7 +10215,7 @@ void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECT* sop)
|
|||
|
||||
actor->user.Flags |= (SPR_ON_SO_SECTOR|SPR_SO_ATTACHED);
|
||||
|
||||
actor->user.pos.X = sop->xmid - actor->spr.pos.X;
|
||||
actor->user.pos.X = sop->pmid.X - actor->spr.pos.X;
|
||||
actor->user.pos.Y = sop->ymid - actor->spr.pos.Y;
|
||||
actor->user.pos.Z = sop->mid_sector->floorz - actor->spr.pos.Z;
|
||||
|
||||
|
|
Loading…
Reference in a new issue