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- Duke: Remove player_struct::posX()
and player_struct::posY()
.
This commit is contained in:
parent
b1bd59db41
commit
6f102e1171
8 changed files with 20 additions and 41 deletions
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@ -139,6 +139,11 @@ public:
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backupang();
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}
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void restorevec2()
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{
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spr.pos.XY() = opos.XY();
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}
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void restorepos()
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{
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spr.pos = opos;
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@ -374,8 +374,7 @@ void movedummyplayers(void)
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}
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}
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act->spr.pos.X += (ps[p].posX() - ps[p].posoldX());
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act->spr.pos.Y += (ps[p].posY() - ps[p].posoldY());
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act->spr.pos.XY() += ps[p].GetActor()->spr.pos.XY() - ps[p].GetActor()->opos.XY();
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SetActor(act, act->spr.pos);
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}
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}
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@ -1868,15 +1867,7 @@ void handle_se00(DDukeActor* actor)
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ps[p].bobpos += (result - ps[p].posXY());
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ps[p].posX() = result.X;
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ps[p].posY() = result.Y;
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auto psp = ps[p].GetActor();
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if (psp->spr.extra <= 0)
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{
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psp->spr.pos.X = result.X;
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psp->spr.pos.Y = result.Y;
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}
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ps[p].GetActor()->spr.pos.XY() = result;
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}
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}
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DukeSectIterator itp(actor->sector());
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@ -1367,8 +1367,7 @@ void movetransports_d(void)
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if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP))) ||
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(ps[p].jetpack_on && PlayerInput(p, SB_CROUCH)))
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{
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ps[p].posX() += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].posY() += Owner->spr.pos.Y - act->spr.pos.Y;
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ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
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ps[p].GetActor()->backupvec2();
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if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11))
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@ -1425,8 +1424,7 @@ void movetransports_d(void)
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if (k == 1)
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{
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ps[p].posX() += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].posY() += Owner->spr.pos.Y - act->spr.pos.Y;
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ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
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ps[p].GetActor()->backupvec2();
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if (!Owner || Owner->GetOwner() != Owner)
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@ -1252,8 +1252,7 @@ void movetransports_r(void)
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if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && PlayerInput(p, SB_JUMP)) ||
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(ps[p].jetpack_on && PlayerInput(p, SB_CROUCH)))
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{
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ps[p].posX() += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].posY() += Owner->spr.pos.Y - act->spr.pos.Y;
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ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
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ps[p].GetActor()->backupvec2();
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if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11))
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@ -1319,8 +1318,7 @@ void movetransports_r(void)
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if (k == 1)
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{
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ps[p].posX() += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].posY() += Owner->spr.pos.Y - act->spr.pos.Y;
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ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
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ps[p].GetActor()->backupvec2();
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if (Owner->GetOwner() != Owner)
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@ -1334,8 +1332,7 @@ void movetransports_r(void)
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}
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else if (isRRRA() && k == 2)
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{
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ps[p].posoldX() = ps[p].posX() += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].posoldY() = ps[p].posY() += Owner->spr.pos.Y - act->spr.pos.Y;
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ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
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ps[p].GetActor()->backupvec2();
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if (Owner->GetOwner() != Owner)
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@ -326,11 +326,11 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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case PLAYER_POSX: // oh, my... :( Writing to these has been disabled until I know how to do it without the engine shitting all over itself.
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if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].posX() * (1/maptoworld)), sActor, sPlayer);
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if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].GetActor()->spr.pos.X * (1/maptoworld)), sActor, sPlayer);
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break;
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case PLAYER_POSY:
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if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].posY() * (1 / maptoworld)), sActor, sPlayer);
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if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].GetActor()->spr.pos.Y * (1 / maptoworld)), sActor, sPlayer);
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break;
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case PLAYER_POSZ:
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@ -507,8 +507,8 @@ void footprints(int snum)
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while (auto act = it.Next())
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{
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if (act->spr.picnum == TILE_FOOTPRINTS || act->spr.picnum == TILE_FOOTPRINTS2 || act->spr.picnum == TILE_FOOTPRINTS3 || act->spr.picnum == TILE_FOOTPRINTS4)
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if (abs(act->spr.pos.X - p->posX()) < 24)
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if (abs(act->spr.pos.Y - p->posY()) < 24)
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if (abs(act->spr.pos.X - p->GetActor()->spr.pos.X) < 24)
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if (abs(act->spr.pos.Y - p->GetActor()->spr.pos.Y) < 24)
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{
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j = 1;
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break;
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@ -765,13 +765,11 @@ void player_struct::backuppos(bool noclipping)
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{
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if (!noclipping)
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{
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posoldX() = posX();
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posoldY() = posY();
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GetActor()->backupvec2();
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}
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else
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{
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posX() = posoldX();
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posY() = posoldY();
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GetActor()->restorevec2();
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}
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posoldZset(posZget());
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@ -3991,8 +3991,7 @@ void OnMotorcycle(player_struct *p, DDukeActor* motosprite)
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{
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if (motosprite)
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{
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p->posX() = motosprite->spr.pos.X;
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p->posY() = motosprite->spr.pos.Y;
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p->GetActor()->spr.pos.XY() = motosprite->spr.pos.XY();
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p->angle.ang = motosprite->spr.angle;
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p->ammo_amount[MOTORCYCLE_WEAPON] = motosprite->saved_ammo;
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motosprite->Destroy();
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@ -4066,8 +4065,7 @@ void OnBoat(player_struct *p, DDukeActor* boat)
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{
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if (boat)
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{
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p->posX() = boat->spr.pos.X;
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p->posY() = boat->spr.pos.Y;
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p->GetActor()->spr.pos.XY() = boat->spr.pos.XY();
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p->angle.ang = boat->spr.angle;
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p->ammo_amount[BOAT_WEAPON] = boat->saved_ammo;
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boat->Destroy();
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@ -336,14 +336,6 @@ struct player_struct
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}
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double& posX()
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{
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return GetActor()->spr.pos.X;
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}
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double& posY()
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{
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return GetActor()->spr.pos.Y;
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}
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DVector2& posXY()
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{
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return GetActor()->spr.pos.XY();
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