- refactor all oclipdist uses

This commit is contained in:
Christoph Oelckers 2022-10-04 19:15:15 +02:00
parent d22c473c31
commit 7ed45d713a
2 changed files with 14 additions and 16 deletions

View file

@ -1251,7 +1251,6 @@ int DoRadiationCloud(DSWActor* actor)
int PlayerInitChemBomb(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
short oclipdist;
PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
@ -1291,13 +1290,13 @@ int PlayerInitChemBomb(PLAYER* pp)
actorNew->vel.Z += pp->horizon.horiz.Tan() * HORIZ_MULTF;
oclipdist = plActor->native_clipdist();
double oclipdist = plActor->clipdist;
plActor->clipdist = 0;
actorNew->clipdist = 0;
MissileSetPos(actorNew, DoChemBomb, 1000);
plActor->set_native_clipdist(oclipdist);
plActor->clipdist = oclipdist;
actorNew->clipdist = 5;
UpdateChange(actorNew, 0.5);
@ -1631,7 +1630,6 @@ void SpawnFlashBombOnActor(DSWActor* actor)
int PlayerInitCaltrops(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
short oclipdist;
PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
@ -1666,13 +1664,13 @@ int PlayerInitCaltrops(PLAYER* pp)
actorNew->vel.Z += pp->horizon.horiz.Tan() * HORIZ_MULTF;
oclipdist = plActor->native_clipdist();
double oclipdist = plActor->clipdist;
plActor->clipdist = 0;
actorNew->clipdist = 0;
MissileSetPos(actorNew, DoCaltrops, 1000);
plActor->set_native_clipdist(oclipdist);
plActor->clipdist = oclipdist;
actorNew->clipdist = 5;
UpdateChange(actorNew, 0.5);

View file

@ -12069,7 +12069,7 @@ void InitSpellNapalm(PLAYER* pp)
actor->user.ceiling_dist = (1);
actor->user.Dist = 12.5;
auto oclipdist = plActor->native_clipdist();
auto oclipdist = plActor->clipdist;
plActor->clipdist = 0.25;
if (mp[i].dist_over != 0)
@ -12083,7 +12083,7 @@ void InitSpellNapalm(PLAYER* pp)
if (MissileSetPos(actor, DoNapalm, mp[i].dist_out))
{
plActor->set_native_clipdist(oclipdist);
plActor->clipdist = oclipdist;
KillActor(actor);
continue;
}
@ -12091,7 +12091,7 @@ void InitSpellNapalm(PLAYER* pp)
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actor))
actor->user.Flags |= (SPR_UNDERWATER);
plActor->set_native_clipdist(oclipdist);
plActor->clipdist = oclipdist;
actor->user.Counter = 0;
@ -12201,13 +12201,13 @@ int InitSpellMirv(PLAYER* pp)
actorNew->user.Dist = 12.5;
DSWActor* plActor = pp->actor;
auto oclipdist = plActor->native_clipdist();
auto oclipdist = plActor->clipdist;
plActor->clipdist = 0;
UpdateChange(actorNew);
MissileSetPos(actorNew, DoMirv, 600);
plActor->set_native_clipdist(oclipdist);
plActor->clipdist = oclipdist;
actorNew->user.Counter = 0;
return 0;
@ -13176,14 +13176,14 @@ void InitHeartAttack(PLAYER* pp)
actorNew->user.ceiling_dist = (1);
actorNew->user.Dist = 12.5;
auto oclipdist = plActor->native_clipdist();
auto oclipdist = plActor->clipdist;
plActor->clipdist = 0.25;
UpdateChange(actorNew);
MissileSetPos(actorNew, DoBloodWorm, mp[i].dist_out);
plActor->set_native_clipdist(oclipdist);
plActor->clipdist = oclipdist;
actorNew->user.Counter = 0;
actorNew->user.Counter2 = 0;
actorNew->user.Counter3 = 0;
@ -15341,7 +15341,7 @@ int InitTracerUzi(PLAYER* pp)
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
DSWActor* plActor = pp->actor;
auto oclipdist = plActor->native_clipdist();
auto oclipdist = plActor->clipdist;
plActor->clipdist = 0;
actorNew->spr.angle += DAngle90;
@ -15353,14 +15353,14 @@ int InitTracerUzi(PLAYER* pp)
if (MissileSetPos(actorNew, DoTracerStart, 800))
{
plActor->set_native_clipdist(oclipdist);
plActor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
actorNew->vel.Z = pp->horizon.horiz.Tan() * actorNew->vel.X;
plActor->set_native_clipdist(oclipdist);
plActor->clipdist = oclipdist;
WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false);