diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index 9d2e495ed..c649d62a3 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -660,7 +660,7 @@ int DoActorJump(DSWActor* actor) } // adjust height by jump speed - actor->spr.pos.Z += actor->user.jump_speed * ACTORMOVETICS; + actor->add_int_z(actor->user.jump_speed * ACTORMOVETICS); // if player gets to close the ceiling while jumping int minh = actor->user.hiz + (tileHeight(actor->spr.picnum) << 8); @@ -715,7 +715,7 @@ int DoActorFall(DSWActor* actor) actor->user.jump_speed += actor->user.jump_grav * ACTORMOVETICS; // adjust player height by jump speed - actor->spr.pos.Z += actor->user.jump_speed * ACTORMOVETICS; + actor->add_int_z(actor->user.jump_speed * ACTORMOVETICS); // Stick like glue when you hit the ground if (actor->spr.pos.Z > actor->user.loz) @@ -826,7 +826,7 @@ int DoJump(DSWActor* actor) } // adjust height by jump speed - actor->spr.pos.Z += actor->user.jump_speed * ACTORMOVETICS; + actor->add_int_z(actor->user.jump_speed * ACTORMOVETICS); // if player gets to close the ceiling while jumping int minh = actor->user.hiz + (tileHeight(actor->spr.picnum) << 8); @@ -864,7 +864,7 @@ int DoFall(DSWActor* actor) actor->user.jump_speed += actor->user.jump_grav * ACTORMOVETICS; // adjust player height by jump speed - actor->spr.pos.Z += actor->user.jump_speed * ACTORMOVETICS; + actor->add_int_z(actor->user.jump_speed * ACTORMOVETICS); // Stick like glue when you hit the ground if (actor->spr.pos.Z > actor->user.loz - actor->user.floor_dist) diff --git a/source/games/sw/src/coolie.cpp b/source/games/sw/src/coolie.cpp index b4ada0e8c..f4b29e8c7 100644 --- a/source/games/sw/src/coolie.cpp +++ b/source/games/sw/src/coolie.cpp @@ -455,7 +455,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* perso if (depth && labs(actor->spr.pos.Z - actor->user.loz) < Z(8)) { - actor->spr.pos.Z += Z(depth); + actor->add_int_z(Z(depth)); actor->user.loz = actor->spr.pos.Z; actor->backupz(); } diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 9b4fcfb1d..ab331f94c 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -265,18 +265,18 @@ int DoWallBloodDrip(DSWActor* actor) if (actor->spr.pos.Z > actor->user.pos.Y && actor->spr.pos.Z < actor->user.pos.Z) { actor->spr.zvel += 300; - actor->spr.pos.Z += actor->spr.zvel; + actor->add_int_z(actor->spr.zvel); } else { actor->spr.zvel = (300+RandomRange(2300)) >> 1; - actor->spr.pos.Z += actor->spr.zvel; + actor->add_int_z(actor->spr.zvel); } } else { actor->spr.zvel = (300+RandomRange(2300)) >> 1; - actor->spr.pos.Z += actor->spr.zvel; + actor->add_int_z(actor->spr.zvel); } if (actor->spr.pos.Z >= actor->user.loz) @@ -357,7 +357,7 @@ int DoBloodSpray(DSWActor* actor) if (actor->spr.xvel <= 2) { // special stuff for blood worm - actor->spr.pos.Z += (actor->user.change.Z >> 1); + actor->add_int_z((actor->user.change.Z >> 1)); getzsofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, &cz, &fz); // pretend like we hit a sector @@ -1838,7 +1838,7 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity) int BloodSprayFall(DSWActor* actor) { - actor->spr.pos.Z += 1500; + actor->add_int_z(1500); return 0; } @@ -2185,13 +2185,13 @@ int SpawnShell(DSWActor* actor, int ShellNum) if (actor->user.PlayerP) { - actorNew->spr.pos.Z += int(-actor->user.PlayerP->horizon.horiz.asbuildf() * HORIZ_MULT * (1. / 3.)); + actorNew->add_int_z(int(-actor->user.PlayerP->horizon.horiz.asbuildf() * HORIZ_MULT * (1. / 3.))); } switch (actorNew->user.ID) { case UZI_SHELL: - actorNew->spr.pos.Z -= Z(13); + actorNew->add_int_z(-Z(13)); if (ShellNum == -3) { @@ -2217,7 +2217,7 @@ int SpawnShell(DSWActor* actor, int ShellNum) actorNew->spr.yrepeat = actorNew->spr.xrepeat = 13; break; case SHOT_SHELL: - actorNew->spr.pos.Z -= Z(13); + actorNew->add_int_z(-Z(13)); actorNew->spr.ang = actor->spr.ang; HelpMissileLateral(actorNew,2500); actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang+512); diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index ae34536ab..591e19498 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -5991,7 +5991,7 @@ void DoPlayerDeathDrown(PLAYER* pp) { pp->pos.Z += Z(2); if (MoveSkip2 == 0) - actor->spr.pos.Z += Z(4); + actor->add_int_z(Z(4)); // Stick like glue when you hit the ground if (pp->pos.Z > pp->loz - PLAYER_DEATH_HEIGHT) diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index 2f6afbe26..db807b7c2 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -238,7 +238,7 @@ int SetupSkull(DSWActor* actor) actor->user.loz = actor->spr.pos.Z; // leave 8 pixels above the ground - actor->spr.pos.Z += ActorSizeToTop(actor) - Z(3);; + actor->add_int_z(ActorSizeToTop(actor) - Z(3)); } else { @@ -623,7 +623,7 @@ int SetupBetty(DSWActor* actor) actor->user.loz = actor->spr.pos.Z; // leave 8 pixels above the ground - actor->spr.pos.Z += ActorSizeToTop(actor) - Z(3);; + actor->add_int_z(ActorSizeToTop(actor) - Z(3)); } else { diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 06eed101a..817a35998 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -2427,7 +2427,7 @@ void SpriteSetup(void) if (SP_TAG9(actor) == 0) SP_TAG9(actor) = 10; - actor->spr.pos.Z += Z(30); + actor->add_int_z(Z(30)); break; } @@ -6548,12 +6548,12 @@ Collision move_ground_missile(DSWActor* actor, int xchange, int ychange, int cei { if (actor->user.z_tgt > actor->spr.pos.Z) { - actor->spr.pos.Z += Z(30); + actor->add_int_z(Z(30)); return retval; } else { - actor->spr.pos.Z -= Z(30); + actor->add_int_z(-Z(30)); return retval; } } diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 0012a6c7d..53bd0498f 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -3353,7 +3353,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor) if (bos_z > actor->user.loz) { actor->user.pos.Y = (bos_z - actor->spr.pos.Z); - actor->spr.pos.Z -= actor->user.pos.Y; + actor->add_int_z(-actor->user.pos.Y); } // @@ -3512,7 +3512,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) ActorLeaveTrack(actor); actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); - actor->spr.pos.Z += actor->user.pos.Y; + actor->add_int_z(actor->user.pos.Y); DoActorSetSpeed(actor, SLOW_SPEED); actor->user.ActorActionFunc = NinjaJumpActionFunc; diff --git a/source/games/sw/src/vator.cpp b/source/games/sw/src/vator.cpp index 5ac0c2a06..ea7397ffe 100644 --- a/source/games/sw/src/vator.cpp +++ b/source/games/sw/src/vator.cpp @@ -318,7 +318,7 @@ void MoveSpritesWithSector(sectortype* sect, int z_amt, bool type) } } - actor->spr.pos.Z += z_amt; + actor->add_int_z(z_amt); } } diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 59bd2f92e..d6f459322 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -3709,7 +3709,7 @@ AutoShrap: break; case Vomit1: shrap_bounce = false; - actor->spr.pos.Z -= Z(4); + actor->add_int_z(-Z(4)); shrap_xsize = actor->user.pos.X = 12 + (RANDOM_P2(32<<8)>>8); shrap_ysize = actor->user.pos.Y = 12 + (RANDOM_P2(32<<8)>>8); actor->user.Counter = (RANDOM_P2(2048<<5)>>5); @@ -3724,7 +3724,7 @@ AutoShrap: break; case EMP: shrap_bounce = false; - actor->spr.pos.Z -= Z(4); + actor->add_int_z(-Z(4)); //actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024); shrap_xsize = actor->user.pos.X = 5 + (RANDOM_P2(4<<8)>>8); shrap_ysize = actor->user.pos.Y = 5 + (RANDOM_P2(4<<8)>>8); @@ -3743,7 +3743,7 @@ AutoShrap: if (shrap_rand_zamt) { - actor->spr.pos.Z += Z(RandomRange(shrap_rand_zamt) - (shrap_rand_zamt/2)); + actor->add_int_z(Z(RandomRange(shrap_rand_zamt) - (shrap_rand_zamt/2))); } actor->spr.pal = actor->user.spal = uint8_t(shrap_pal); @@ -4447,13 +4447,13 @@ bool WeaponMoveHit(DSWActor* actor) int DoUziSmoke(DSWActor* actor) { - actor->spr.pos.Z -= 200; // !JIM! Make them float up + actor->add_int_z(-200); // !JIM! Make them float up return 0; } int DoShotgunSmoke(DSWActor* actor) { - actor->spr.pos.Z -= 200; // !JIM! Make them float up + actor->add_int_z(-200); // !JIM! Make them float up return 0; } @@ -7382,7 +7382,7 @@ int DoStar(DSWActor* actor) SpawnBubble(actor); } - actor->spr.pos.Z += 128 * MISSILEMOVETICS; + actor->add_int_z(128 * MISSILEMOVETICS); DoActorZrange(actor); MissileWaterAdjust(actor); @@ -14626,7 +14626,7 @@ int InitCoolgFire(DSWActor* actor) int DoCoolgDrip(DSWActor* actor) { actor->user.Counter += 220; - actor->spr.pos.Z += actor->user.Counter; + actor->add_int_z(actor->user.Counter); if (actor->spr.pos.Z > actor->user.loz - actor->user.floor_dist) { @@ -17162,7 +17162,7 @@ int DoVehicleSmoke(DSWActor* actor) int DoWaterSmoke(DSWActor* actor) { - actor->spr.pos.Z -= actor->spr.zvel; + actor->add_int_z(-actor->spr.zvel); return false; } @@ -17225,7 +17225,7 @@ int SpawnSmokePuff(DSWActor* actor) int DoBubble(DSWActor* actor) { - actor->spr.pos.Z -= actor->spr.zvel; + actor->add_int_z(-actor->spr.zvel); actor->spr.zvel += 32; if (actor->spr.zvel > 768) @@ -17508,7 +17508,7 @@ int QueueFloorBlood(DSWActor* actor) spawnedActor->spr.clipdist = 0; spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0; spawnedActor->spr.pos = actor->spr.pos; - spawnedActor->spr.pos.Z += Z(1); + spawnedActor->add_int_z(Z(1)); spawnedActor->spr.ang = RANDOM_P2(2048); // Just make it any old angle spawnedActor->spr.shade -= 5; // Brighten it up just a bit @@ -17838,7 +17838,7 @@ int DoWallBlood(DSWActor* actor) if (actor->spr.yrepeat < 80) { actor->spr.yrepeat++; - actor->spr.pos.Z += 128; + actor->add_int_z(128); } return 0;