- SW: Replace PLAYERstruct oposz with opos.Z calls.

This commit is contained in:
Mitchell Richters 2021-12-22 22:53:07 +11:00 committed by Christoph Oelckers
parent a2f2cc489a
commit 6423684bfb
7 changed files with 15 additions and 20 deletions

View file

@ -1286,7 +1286,7 @@ void DoPlayerTeleportToSprite(PLAYERp pp, vec3_t* sp, int ang)
//getzsofslopeptr(sp->sector(), pp->posx, pp->posy, &cz, &fz);
//pp->posz = pp->oposz = fz - PLAYER_HEIGHT;
pp->pos.Z = pp->oposz = sp->Z - PLAYER_HEIGHT;
pp->pos.Z = pp->opos.Z = sp->Z - PLAYER_HEIGHT;
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
SET(pp->Flags2, PF2_TELEPORTED);
@ -2138,7 +2138,7 @@ void DoPlayerMove(PLAYERp pp)
if (interpolate_ride)
{
pp->oposz = pp->pos.Z;
pp->opos.Z = pp->pos.Z;
pp->angle.backup();
}
@ -3605,7 +3605,7 @@ void PlayerWarpUpdatePos(PLAYERp pp)
pp->opos.X = pp->pos.X;
pp->opos.Y = pp->pos.Y;
pp->oposz = pp->pos.Z;
pp->opos.Z = pp->pos.Z;
DoPlayerZrange(pp);
UpdatePlayerSprite(pp);
}
@ -4121,7 +4121,7 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
pp->opos.X = pp->pos.X;
pp->opos.Y = pp->pos.Y;
pp->oposz = pp->pos.Z;
pp->opos.Z = pp->pos.Z;
DoPlayerZrange(pp);
return;
@ -4199,7 +4199,7 @@ void DoPlayerWarpToSurface(PLAYERp pp)
pp->opos.X = pp->pos.X;
pp->opos.Y = pp->pos.Y;
pp->oposz = pp->pos.Z;
pp->opos.Z = pp->pos.Z;
return;
}
@ -6487,7 +6487,7 @@ void MoveSkipSavePos(void)
pp->opos.X = pp->pos.X;
pp->opos.Y = pp->pos.Y;
pp->oposz = pp->pos.Z;
pp->opos.Z = pp->pos.Z;
pp->obob_z = pp->bob_z;
pp->angle.backup();
pp->horizon.backup();
@ -6827,7 +6827,7 @@ void InitAllPlayers(void)
{
pp->pos.X = pp->opos.X = pfirst->pos.X;
pp->pos.Y = pp->opos.Y = pfirst->pos.Y;
pp->pos.Z = pp->oposz = pfirst->pos.Z;
pp->pos.Z = pp->opos.Z = pfirst->pos.Z;
pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
pp->cursector = pfirst->cursector;
@ -6984,7 +6984,7 @@ void PlayerSpawnPosition(PLAYERp pp)
pp->pos.X = pp->opos.X = sp->pos.X;
pp->pos.Y = pp->opos.Y = sp->pos.Y;
pp->pos.Z = pp->oposz = sp->pos.Z;
pp->pos.Z = pp->opos.Z = sp->pos.Z;
pp->angle.ang = pp->angle.oang = buildang(sp->ang);
pp->setcursector(sp->sector());
@ -6992,7 +6992,7 @@ void PlayerSpawnPosition(PLAYERp pp)
// if too close to the floor - stand up
if (pp->pos.Z > fz - PLAYER_HEIGHT)
{
pp->pos.Z = pp->oposz = fz - PLAYER_HEIGHT;
pp->pos.Z = pp->opos.Z = fz - PLAYER_HEIGHT;
}
}