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https://github.com/ZDoom/Raze.git
synced 2025-01-19 07:01:09 +00:00
- various replacements of vel
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parent
f1d3126435
commit
7a7a2cdb39
6 changed files with 35 additions and 30 deletions
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@ -236,6 +236,11 @@ public:
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__int_vel .Z = x;
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}
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void set_int_bvel(vec3_t x)
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{
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__int_vel = x;
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}
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void add_int_bvel_x(int x)
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{
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__int_vel .X += x;
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@ -4149,7 +4149,7 @@ static void checkCeilHit(DBloodActor* actor)
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auto actor2 = coll.actor();
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if (actor2 && actor2->hasX())
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{
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if ((actor2->spr.statnum == kStatThing || actor2->spr.statnum == kStatDude) && (actor->__int_vel.X != 0 || actor->__int_vel.Y != 0 || actor->__int_vel.Z != 0))
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if ((actor2->spr.statnum == kStatThing || actor2->spr.statnum == kStatDude) && (actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_vel().Z != 0))
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{
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auto adelta = actor2->spr.pos - actor->spr.pos;
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if (actor2->spr.statnum == kStatThing)
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@ -4257,7 +4257,7 @@ static void checkHit(DBloodActor* actor)
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// add size shroom abilities
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if ((actor2->IsPlayerActor() && isShrinked(actor2)) || (actor->IsPlayerActor() && isGrown(actor)))
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{
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if (actor->__int_vel.X != 0 && actor2->IsDudeActor())
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if (actor->int_vel().X != 0 && actor2->IsDudeActor())
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{
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int mass1 = getDudeInfo(actor->spr.type)->mass;
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int mass2 = getDudeInfo(actor2->spr.type)->mass;
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@ -4525,7 +4525,7 @@ static Collision MoveThing(DBloodActor* actor)
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lhit.setNone();
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GetActorExtents(actor, &top, &bottom);
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const int bakCompat = enginecompatibility_mode;
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if (actor->__int_vel.X || actor->int_vel().Y)
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if (actor->int_vel().X != 0 || actor->int_vel().Y)
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{
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auto bakCstat = actor->spr.cstat;
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actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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@ -4626,7 +4626,7 @@ static Collision MoveThing(DBloodActor* actor)
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switch (actor->spr.type)
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{
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case kThingNapalmBall:
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if (actor->__int_vel.Z == 0 || Chance(0xA000)) actNapalmMove(actor);
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if (actor->int_vel().Z == 0 || Chance(0xA000)) actNapalmMove(actor);
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break;
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case kThingZombieHead:
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@ -4645,7 +4645,7 @@ static Collision MoveThing(DBloodActor* actor)
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lhit.setSector(pSector);
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}
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else if (actor->__int_vel.Z == 0)
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else if (actor->int_vel().Z == 0)
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actor->spr.flags &= ~4;
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}
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@ -4709,7 +4709,7 @@ static Collision MoveThing(DBloodActor* actor)
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actor->add_int_bvel_y(-MulScale(t, actor->int_vel().Y, 16));
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}
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}
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if (actor->__int_vel.X || actor->int_vel().Y)
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if (actor->int_vel().X != 0 || actor->int_vel().Y)
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actor->spr.angle = VecToAngle(actor->int_vel().X, actor->int_vel().Y);
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return lhit;
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}
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@ -4741,7 +4741,7 @@ void MoveDude(DBloodActor* actor)
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assert(pSector);
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if (actor->__int_vel.X || actor->int_vel().Y)
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if (actor->int_vel().X != 0 || actor->int_vel().Y)
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{
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if (pPlayer && gNoClip)
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{
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@ -5148,7 +5148,7 @@ void MoveDude(DBloodActor* actor)
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}
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}
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}
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else if (actor->__int_vel.Z == 0)
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else if (actor->int_vel().Z == 0)
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actor->spr.flags &= ~4;
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}
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@ -5173,7 +5173,7 @@ void MoveDude(DBloodActor* actor)
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GetActorExtents(actor, &top, &bottom);
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actor->xspr.height = ClipLow(floorZ - bottom, 0) >> 8;
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if (actor->__int_vel.X || actor->int_vel().Y)
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if (actor->int_vel().X != 0 || actor->int_vel().Y)
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{
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if (floorColl.type == kHitSprite)
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{
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@ -5222,7 +5222,7 @@ int MoveMissile(DBloodActor* actor)
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gHitInfo.clearObj();
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if (actor->spr.type == kMissileFlameSpray) actAirDrag(actor, 0x1000);
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if (actor->GetTarget() != nullptr && (actor->__int_vel.X || actor->__int_vel.Y || actor->int_vel().Z))
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if (actor->GetTarget() != nullptr && (actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_vel().Z))
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{
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auto target = actor->GetTarget();
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@ -5678,7 +5678,7 @@ static void actCheckThings()
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actAirDrag(actor, 128);
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if (((actor->GetIndex() >> 8) & 15) == (gFrameCount & 15) && (actor->spr.flags & 2)) actor->spr.flags |= 4;
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if ((actor->spr.flags & 4) || actor->__int_vel.X || actor->__int_vel.Y || actor->__int_vel.Z || actor->sector()->velFloor || actor->sector()->velCeil)
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if ((actor->spr.flags & 4) || actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_vel().Z != 0 || actor->sector()->velFloor || actor->sector()->velCeil)
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{
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Collision hit = MoveThing(actor);
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if (hit.type)
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@ -6054,7 +6054,7 @@ static void actCheckDudes()
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else
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pPlayer->chokeEffect = 0;
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if (actor->__int_vel.X || actor->int_vel().Y)
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if (actor->int_vel().X != 0 || actor->int_vel().Y)
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sfxPlay3DSound(actor, 709, 100, 2);
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pPlayer->bubbleTime = ClipLow(pPlayer->bubbleTime - 4, 0);
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@ -6106,7 +6106,7 @@ static void actCheckDudes()
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if (pXSector && pXSector->Underwater) actAirDrag(actor, 5376);
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else actAirDrag(actor, 128);
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if ((actor->spr.flags & 4) || actor->__int_vel.X || actor->__int_vel.Y || actor->__int_vel.Z || actor->sector()->velFloor || actor->sector()->velCeil)
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if ((actor->spr.flags & 4) || actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_vel().Z != 0 || actor->sector()->velFloor || actor->sector()->velCeil)
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MoveDude(actor);
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}
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}
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@ -6926,7 +6926,7 @@ void FireballSeqCallback(int, DBloodActor* actor)
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auto pFX = gFX.fxSpawnActor(FX_11, actor->sector(), actor->spr.pos, 0);
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if (pFX)
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{
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pFX->__int_vel = actor->__int_vel;
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pFX->set_int_bvel(actor->int_vel());
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}
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}
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@ -6935,7 +6935,7 @@ void NapalmSeqCallback(int, DBloodActor* actor)
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auto pFX = gFX.fxSpawnActor(FX_12, actor->sector(), actor->spr.pos, 0);
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if (pFX)
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{
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pFX->__int_vel = actor->__int_vel;
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pFX->set_int_bvel(actor->int_vel());
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}
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}
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@ -6944,7 +6944,7 @@ void Fx32Callback(int, DBloodActor* actor)
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auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), actor->spr.pos, 0);
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if (pFX)
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{
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pFX->__int_vel = actor->__int_vel;
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pFX->set_int_bvel(actor->int_vel());
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}
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}
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@ -6953,7 +6953,7 @@ void Fx33Callback(int, DBloodActor* actor)
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auto pFX = gFX.fxSpawnActor(FX_33, actor->sector(), actor->spr.pos, 0);
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if (pFX)
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{
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pFX->__int_vel = actor->__int_vel;
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pFX->set_int_bvel(actor->int_vel());
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}
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}
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@ -523,7 +523,7 @@ void fxBouncingSleeve(DBloodActor* actor, sectortype*) // 16
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int zv = actor->int_vel().Z - actor->sector()->velFloor;
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if (actor->__int_vel.Z == 0) sleeveStopBouncing(actor);
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if (actor->int_vel().Z == 0) sleeveStopBouncing(actor);
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else if (zv > 0) {
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actFloorBounceVector((int*)&actor->__int_vel.X, (int*)&actor->__int_vel.Y, &zv, actor->sector(), 0x9000);
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actor->set_int_bvel_z(zv);
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@ -216,7 +216,7 @@ void CFX::fxProcess(void)
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actAirDrag(actor, pFXData->drag);
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actor->add_int_pos({ actor->int_vel().X >> 12, actor->int_vel().Y >> 12, actor->int_vel().Z >> 8 });
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// Weird...
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if (actor->__int_vel.X || (actor->__int_vel.Y && actor->spr.pos.Z >= actor->sector()->floorz))
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if (actor->int_vel().X != 0 || (actor->__int_vel.Y && actor->spr.pos.Z >= actor->sector()->floorz))
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{
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updatesector(actor->spr.pos, &pSector);
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if (pSector == nullptr)
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@ -240,7 +240,7 @@ void CFX::fxProcess(void)
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ChangeActorSect(actor, pSector);
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}
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}
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if (actor->__int_vel.X || actor->__int_vel.Y || actor->int_vel().Z)
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if (actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_vel().Z)
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{
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int32_t floorZ, ceilZ;
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getzsofslopeptr(pSector, actor->spr.pos, &ceilZ, &floorZ);
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@ -1343,10 +1343,10 @@ void nnExtProcessSuperSprites()
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}
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if (debrisactor->xspr.physAttr & kPhysGravity) debrisactor->xspr.physAttr |= kPhysFalling;
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if ((debrisactor->xspr.physAttr & kPhysFalling) || debrisactor->__int_vel.X || debrisactor->__int_vel.Y || debrisactor->__int_vel.Z || debrisactor->sector()->velFloor || debrisactor->sector()->velCeil)
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if ((debrisactor->xspr.physAttr & kPhysFalling) || debrisactor->int_vel().X != 0 || debrisactor->int_vel().Y != 0 || debrisactor->int_vel().Z != 0 || debrisactor->sector()->velFloor || debrisactor->sector()->velCeil)
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debrisMove(i);
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if (debrisactor->__int_vel.X || debrisactor->int_vel().Y)
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if (debrisactor->int_vel().X != 0 || debrisactor->int_vel().Y)
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debrisactor->xspr.goalAng = getangle(debrisactor->int_vel().X, debrisactor->int_vel().Y) & 2047;
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int ang = debrisactor->int_ang() & 2047;
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@ -1662,7 +1662,7 @@ void debrisMove(int listIndex)
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uwater = true;
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}
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if (actor->__int_vel.X || actor->int_vel().Y)
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if (actor->int_vel().X != 0 || actor->int_vel().Y)
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{
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auto oldcstat = actor->spr.cstat;
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@ -1815,7 +1815,7 @@ void debrisMove(int listIndex)
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}
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}
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else if (actor->__int_vel.Z == 0)
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else if (actor->int_vel().Z == 0)
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{
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actor->xspr.physAttr &= ~kPhysFalling;
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}
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@ -4617,7 +4617,7 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
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else if (arg1 == 2) return condCmp(objActor->int_vel().Y, arg1, arg2, cmpOp);
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else if (arg1 == 3) return condCmp(objActor->int_vel().Z, arg1, arg2, cmpOp);
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}
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else if (arg1 == 0) return (objActor->__int_vel.X || objActor->__int_vel.Y || objActor->int_vel().Z);
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else if (arg1 == 0) return (objActor->int_vel().X != 0 || objActor->int_vel().Y != 0 || objActor->int_vel().Z);
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else if (arg1 == 1) return (objActor->int_vel().X);
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else if (arg1 == 2) return (objActor->int_vel().Y);
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else if (arg1 == 3) return (objActor->int_vel().Z);
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@ -6796,12 +6796,12 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D
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if (iactor->hasX() && iactor->xspr.physAttr > 0)
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{
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iactor->xspr.physAttr |= kPhysFalling;
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iactor->__int_vel.Z++;
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iactor->add_int_bvel_z(1);
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}
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else if ((iactor->spr.statnum == kStatThing || iactor->spr.statnum == kStatDude) && (iactor->spr.flags & kPhysGravity))
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{
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iactor->spr.flags |= kPhysFalling;
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iactor->__int_vel.Z++;
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iactor->add_int_bvel_z(1);
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}
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}
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}
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@ -8204,7 +8204,7 @@ void aiPatrolMove(DBloodActor* actor)
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if (hitactor->hasX() && hitactor->xspr.health)
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{
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hitactor->xspr.dodgeDir = (actor->xspr.dodgeDir > 0) ? -1 : 1;
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if (hitactor->__int_vel.X || hitactor->int_vel().Y)
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if (hitactor->int_vel().X != 0 || hitactor->int_vel().Y)
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aiMoveDodge(hitactor);
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}
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}
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@ -8574,7 +8574,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
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{
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DBloodActor* act = pPlayer->actor;
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itCanHear = (!deaf && (nDist < hearDist || hearChance > 0));
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if (act && itCanHear && nDist < feelDist && (act->__int_vel.X || act->__int_vel.Y || act->int_vel().Z))
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if (act && itCanHear && nDist < feelDist && (act->int_vel().X != 0 || act->int_vel().Y != 0 || act->int_vel().Z))
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hearChance += ClipLow(mulscale8(1, ClipLow(((feelDist - nDist) + (abs(act->int_vel().X) + abs(act->int_vel().Y) + abs(act->int_vel().Z))) >> 6, 0)), 0);
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}
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@ -348,7 +348,7 @@ void SEQINST::Update()
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// by NoOne: add surfaceSound trigger feature
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if (!VanillaMode() && pSequence->frames[frameIndex].surfaceSound && actor->__int_vel.Z == 0 && actor->__int_vel.X != 0) {
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if (!VanillaMode() && pSequence->frames[frameIndex].surfaceSound && actor->int_vel().Z == 0 && actor->int_vel().X != 0) {
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if (actor->sector()->upperLink) break; // don't play surface sound for stacked sectors
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int surf = tileGetSurfType(actor->sector()->floorpicnum);
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