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- SW: floatified PLAYER::si
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parent
94e198f9a9
commit
634db656e7
2 changed files with 11 additions and 12 deletions
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@ -338,9 +338,8 @@ void DoShadows(tspriteArray& tsprites, tspritetype* tsp, int viewz, int camang)
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else
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else
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{
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{
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// Alter the shadow's position so that it appears behind the sprite itself.
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// Alter the shadow's position so that it appears behind the sprite itself.
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int look = getangle(tSpr->int_pos().X - Player[screenpeek].si.X, tSpr->int_pos().Y - Player[screenpeek].si.Y);
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auto look = VecToAngle(tSpr->pos.XY() - Player[screenpeek].si.XY());
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tSpr->add_int_x(bcos(look, -9));
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tSpr->pos.XY() += look.ToVector() * 2;
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tSpr->add_int_y(bsin(look, -9));
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}
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}
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// Check for voxel items and use a round generic pic if so
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// Check for voxel items and use a round generic pic if so
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@ -752,13 +751,13 @@ void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int
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if (pp->Flags & (PF_VIEW_FROM_OUTSIDE))
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if (pp->Flags & (PF_VIEW_FROM_OUTSIDE))
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tsp->cstat |= (CSTAT_SPRITE_TRANSLUCENT);
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tsp->cstat |= (CSTAT_SPRITE_TRANSLUCENT);
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vec3_t pos;
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DVector3 pos;
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if (pp->Flags & (PF_CLIMBING))
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if (pp->Flags & (PF_CLIMBING))
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{
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{
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// move sprite forward some so he looks like he's
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// move sprite forward some so he looks like he's
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// climbing
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// climbing
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pos.X = pp->si.X + MOVEx(128 + 80, tsp->int_ang());
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pos.X = pp->si.X + MOVEx(128 + 80, tsp->angle);
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pos.Y = pp->si.Y + MOVEy(128 + 80, tsp->int_ang());
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pos.Y = pp->si.Y + MOVEy(128 + 80, tsp->angle);
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}
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}
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else
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else
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{
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{
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@ -766,8 +765,8 @@ void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int
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pos.Y = pp->si.Y;
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pos.Y = pp->si.Y;
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}
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}
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pos.Z = tsp->int_pos().Z + pp->si.Z;
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pos.Z = tsp->pos.Z + pp->si.Z;
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tsp->set_int_pos(pos);
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tsp->pos = pos;
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tsp->set_int_ang(pp->siang);
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tsp->set_int_ang(pp->siang);
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//continue;
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//continue;
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}
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}
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@ -1412,9 +1411,9 @@ void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly)
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updatesectorz(tx, ty, tz, &tsect);
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updatesectorz(tx, ty, tz, &tsect);
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}
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}
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pp->si.X = tx;
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pp->si.X = tx * inttoworld;
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pp->si.Y = ty;
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pp->si.Y = ty * inttoworld;
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pp->si.Z = tz - pp->int_ppos().Z;
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pp->si.Z = tz * zinttoworld - pp->pos.Z;
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pp->siang = tang.Buildang();
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pp->siang = tang.Buildang();
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QuakeViewChange(camerapp, &quake_z, &quake_x, &quake_y, &quake_ang);
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QuakeViewChange(camerapp, &quake_z, &quake_x, &quake_y, &quake_ang);
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@ -654,7 +654,7 @@ struct PLAYER
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sectortype* hi_sectp, *lo_sectp;
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sectortype* hi_sectp, *lo_sectp;
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int circle_camera_dist;
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int circle_camera_dist;
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vec3_t si; // save player interp position for PlayerSprite
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DVector3 si; // save player interp position for PlayerSprite
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int16_t siang;
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int16_t siang;
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vec2_t vect, ovect, slide_vect;
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vec2_t vect, ovect, slide_vect;
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