diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 723a6c1c3..12277cab7 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -622,7 +622,7 @@ struct PLAYER } int int_bob_amt() const { - return p_bob_amt * zworldtoint; + return bob_amt * zworldtoint; } DSWActor* actor; // this may not be a TObjPtr! @@ -641,7 +641,7 @@ struct PLAYER SECTOR_OBJECT* sop; // will either be sop_remote or sop_control double hiz, loz; - double p_bob_amt; + double bob_amt; int jump_count, jump_speed; // jumping int16_t down_speed, up_speed; // diving diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 18a89b5cc..832a64d46 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1664,8 +1664,8 @@ void DoPlayerRecoil(PLAYER* pp) void DoPlayerSpriteBob(PLAYER* pp, double player_height, double bob_amt, short bob_speed) { pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047; - pp->p_bob_amt = bob_amt * DAngle::fromBuild(pp->bob_ndx).Sin(); - pp->actor->spr.pos.Z = pp->pos.Z + player_height + pp->p_bob_amt; + pp->bob_amt = bob_amt * DAngle::fromBuild(pp->bob_ndx).Sin(); + pp->actor->spr.pos.Z = pp->pos.Z + player_height + pp->bob_amt; } void UpdatePlayerUnderSprite(PLAYER* pp) @@ -3511,7 +3511,7 @@ void DoPlayerBeginFly(PLAYER* pp) pp->z_speed = -Z(10); pp->jump_speed = 0; - pp->p_bob_amt = 0; + pp->bob_amt = 0; pp->bob_ndx = 1024; NewStateGroup(pp->actor, sg_PlayerNinjaFly); @@ -3584,7 +3584,7 @@ void DoPlayerFly(PLAYER* pp) if (PlayerFlyKey()) { pp->Flags &= ~(PF_FLYING); - pp->p_bob_amt = 0; + pp->bob_amt = 0; pp->bob_ndx = 0; DoPlayerBeginFall(pp); DoPlayerFall(pp); @@ -4213,7 +4213,7 @@ void DoPlayerStopDiveNoWarp(PLAYER* pp) // stop diving no warp PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp); - pp->p_bob_amt = 0; + pp->bob_amt = 0; pp->Flags &= ~(PF_DIVING|PF_DIVING_IN_LAVA); DoPlayerDivePalette(pp); @@ -4240,7 +4240,7 @@ void DoPlayerStopDive(PLAYER* pp) // stop diving with warp PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp); - pp->p_bob_amt = 0; + pp->bob_amt = 0; DoPlayerWarpToSurface(pp); DoPlayerBeginWade(pp); pp->Flags &= ~(PF_DIVING|PF_DIVING_IN_LAVA); @@ -4429,9 +4429,9 @@ void DoPlayerDive(PLAYER* pp) else { // if bob_amt is approx 0 - if (abs(pp->p_bob_amt) < 1) + if (abs(pp->bob_amt) < 1) { - pp->p_bob_amt = 0; + pp->bob_amt = 0; pp->bob_ndx = 0; } // else keep bobbing until its back close to 0 @@ -4442,13 +4442,13 @@ void DoPlayerDive(PLAYER* pp) } // Reverse bobbing when getting close to the floor - if (pp->pos.Z + pp->p_bob_amt >= pp->loz - PLAYER_DIVE_HEIGHTF) + if (pp->pos.Z + pp->bob_amt >= pp->loz - PLAYER_DIVE_HEIGHTF) { pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((1024 + 512) - pp->bob_ndx) * 2); DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHTF, PLAYER_DIVE_BOB_AMTF, 3); } // Reverse bobbing when getting close to the ceiling - if (pp->pos.Z + pp->p_bob_amt < pp->hiz + pp->p_ceiling_dist) + if (pp->pos.Z + pp->bob_amt < pp->hiz + pp->p_ceiling_dist) { pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((512) - pp->bob_ndx) * 2); DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHTF, PLAYER_DIVE_BOB_AMTF, 3); @@ -4619,7 +4619,7 @@ void DoPlayerWade(PLAYER* pp) { pp->KeyPressBits &= ~SB_OPEN; DoPlayerBeginOperate(pp); - pp->p_bob_amt = 0; + pp->bob_amt = 0; pp->bob_ndx = 0; return; } @@ -4655,7 +4655,7 @@ void DoPlayerWade(PLAYER* pp) //DoPlayerHeight(pp); //DoPlayerHeight(pp); DoPlayerBeginJump(pp); - pp->p_bob_amt = 0; + pp->bob_amt = 0; pp->bob_ndx = 0; return; } @@ -4668,7 +4668,7 @@ void DoPlayerWade(PLAYER* pp) if (PlayerFlyKey()) { DoPlayerBeginFly(pp); - pp->p_bob_amt = 0; + pp->bob_amt = 0; pp->bob_ndx = 0; return; } @@ -4711,7 +4711,7 @@ void DoPlayerWade(PLAYER* pp) if (PlayerCanDive(pp)) { - pp->p_bob_amt = 0; + pp->bob_amt = 0; pp->bob_ndx = 0; return; } @@ -4723,7 +4723,7 @@ void DoPlayerWade(PLAYER* pp) DoPlayerBeginFall(pp); // call PlayerFall now seems to iron out a hitch before falling DoPlayerFall(pp); - pp->p_bob_amt = 0; + pp->bob_amt = 0; pp->bob_ndx = 0; return; } @@ -5758,7 +5758,7 @@ void DoPlayerHeadDebris(PLAYER* pp) } else { - pp->p_bob_amt = 0; + pp->bob_amt = 0; } } diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index f233e27de..f1e4c3b4f 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -504,7 +504,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER* ("ly", w.LadderPosition.Y) ("JumpDuration", w.JumpDuration) ("WadeDepth", w.WadeDepth) - ("bob_amt", w.p_bob_amt) + ("bob_amt", w.bob_amt) ("bob_ndx", w.bob_ndx) ("bcnt", w.bcnt) ("bob_z", w.bob_z)