From 8672a9f051b0437c3190a6ed3040c4f1ebda17ae Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 20 Aug 2022 23:30:18 +0200 Subject: [PATCH] - wrapped user.floor_dist reads. --- source/games/sw/src/actor.cpp | 10 ++--- source/games/sw/src/ai.cpp | 2 +- source/games/sw/src/bunny.cpp | 2 +- source/games/sw/src/coolg.cpp | 8 ++-- source/games/sw/src/eel.cpp | 8 ++-- source/games/sw/src/game.h | 1 + source/games/sw/src/hornet.cpp | 8 ++-- source/games/sw/src/jweapon.cpp | 8 ++-- source/games/sw/src/player.cpp | 2 +- source/games/sw/src/ripper.cpp | 2 +- source/games/sw/src/ripper2.cpp | 2 +- source/games/sw/src/sprite.cpp | 2 +- source/games/sw/src/track.cpp | 2 +- source/games/sw/src/weapon.cpp | 78 ++++++++++++++++----------------- 14 files changed, 68 insertions(+), 67 deletions(-) diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index 2522ab5aa..b030a9486 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -291,7 +291,7 @@ void DoDebrisCurrent(DSWActor* actor) nx = MulScale((sectp->speed >> 2), bcos(sectp->ang), 14); ny = MulScale((sectp->speed >> 2), bsin(sectp->ang), 14); - Collision ret = move_sprite(actor, nx, ny, 0, actor->user.int_ceiling_dist(), actor->user.floor_dist, 0, ACTORMOVETICS); + Collision ret = move_sprite(actor, nx, ny, 0, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), 0, ACTORMOVETICS); // attempt to move away from wall if (ret.type != kHitNone) @@ -301,7 +301,7 @@ void DoDebrisCurrent(DSWActor* actor) nx = MulScale((sectp->speed >> 2), bcos(sectp->ang + rang), 14); nx = MulScale((sectp->speed >> 2), bsin(sectp->ang + rang), 14); - move_sprite(actor, nx, ny, 0, actor->user.int_ceiling_dist(), actor->user.floor_dist, 0, ACTORMOVETICS); + move_sprite(actor, nx, ny, 0, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), 0, ACTORMOVETICS); } actor->spr.pos.Z = actor->user.loz; @@ -373,7 +373,7 @@ int DoActorSectorDamage(DSWActor* actor) bool move_debris(DSWActor* actor, int xchange, int ychange, int zchange) { actor->user.coll = move_sprite(actor, xchange, ychange, zchange, - actor->user.int_ceiling_dist(), actor->user.floor_dist, 0, ACTORMOVETICS); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), 0, ACTORMOVETICS); return actor->user.coll.type == kHitNone; } @@ -867,9 +867,9 @@ int DoFall(DSWActor* actor) actor->add_int_z(actor->user.jump_speed * ACTORMOVETICS); // Stick like glue when you hit the ground - if (actor->int_pos().Z > actor->user.int_loz() - actor->user.floor_dist) + if (actor->int_pos().Z > actor->user.int_loz() - actor->user.int_floor_dist()) { - actor->set_int_z(actor->user.int_loz() - actor->user.floor_dist); + actor->set_int_z(actor->user.int_loz() - actor->user.int_floor_dist()); actor->user.Flags &= ~(SPR_FALLING); } diff --git a/source/games/sw/src/ai.cpp b/source/games/sw/src/ai.cpp index b68764f0e..835a223d3 100644 --- a/source/games/sw/src/ai.cpp +++ b/source/games/sw/src/ai.cpp @@ -1351,7 +1351,7 @@ Collision move_scan(DSWActor* actor, int ang, int dist, int *stopx, int *stopy, nx = MulScale(dist, bcos(actor->int_ang()), 14); ny = MulScale(dist, bsin(actor->int_ang()), 14); - Collision ret = move_sprite(actor, nx, ny, 0, actor->user.int_ceiling_dist(), actor->user.floor_dist, cliptype, 1); + Collision ret = move_sprite(actor, nx, ny, 0, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), cliptype, 1); // move_sprite DOES do a getzrange point? // should I look down with a FAFgetzrange to see where I am? diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index f0c97a3a8..d617fabd5 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -835,7 +835,7 @@ int DoBunnyBeginJumpAttack(DSWActor* actor) tang = getangle(target->int_pos().X - actor->int_pos().X, target->int_pos().Y - actor->int_pos().Y); Collision coll = move_sprite(actor, bcos(tang, -7), bsin(tang, -7), - 0L, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS); + 0L, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_ACTOR, ACTORMOVETICS); if (coll.type != kHitNone) actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024) + (RANDOM_NEG(256, 6) >> 6)); diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index afa7a12e3..3d77d1c27 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -638,9 +638,9 @@ int DoCoolgMatchPlayerZ(DSWActor* actor) // lower bound if (actor->user.lowActor) - bound = loz - actor->user.floor_dist; + bound = loz - actor->user.int_floor_dist(); else - bound = loz - actor->user.floor_dist - COOLG_BOB_AMT; + bound = loz - actor->user.int_floor_dist() - COOLG_BOB_AMT; if (actor->user.pos.Z > bound) { @@ -658,7 +658,7 @@ int DoCoolgMatchPlayerZ(DSWActor* actor) actor->user.pos.Z = bound; } - actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.floor_dist); + actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.int_floor_dist()); actor->user.pos.Z = max(actor->user.pos.Z, hiz + actor->user.int_ceiling_dist()); actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS<<3)) & 2047; @@ -769,7 +769,7 @@ int DoCoolgDeath(DSWActor* actor) nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14); ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14); - actor->user.coll = move_sprite(actor, nx, ny, 0L, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS); + actor->user.coll = move_sprite(actor, nx, ny, 0L, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, ACTORMOVETICS); DoFindGroundPoint(actor); // on the ground diff --git a/source/games/sw/src/eel.cpp b/source/games/sw/src/eel.cpp index 4f2b6503f..ac5ab62de 100644 --- a/source/games/sw/src/eel.cpp +++ b/source/games/sw/src/eel.cpp @@ -466,10 +466,10 @@ int DoEelMatchPlayerZ(DSWActor* actor) if (dist <= 300) bound = actor->user.pos.Z; else - bound = loz - actor->user.floor_dist; + bound = loz - actor->user.int_floor_dist(); } else - bound = loz - actor->user.floor_dist - EEL_BOB_AMT; + bound = loz - actor->user.int_floor_dist() - EEL_BOB_AMT; if (actor->user.pos.Z > bound) { @@ -493,7 +493,7 @@ int DoEelMatchPlayerZ(DSWActor* actor) actor->user.pos.Z = bound; } - actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.floor_dist); + actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.int_floor_dist()); actor->user.pos.Z = max(actor->user.pos.Z, hiz + actor->user.int_ceiling_dist()); actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047; @@ -530,7 +530,7 @@ int DoEelDeath(DSWActor* actor) nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14); ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14); - actor->user.coll = move_sprite(actor, nx, ny, 0L, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS); + actor->user.coll = move_sprite(actor, nx, ny, 0L, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, ACTORMOVETICS); DoFindGroundPoint(actor); // on the ground diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 5609d8106..9c99aa388 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -935,6 +935,7 @@ struct USER int int_hiz() const { return hiz * zworldtoint; } int int_z_tgt() const { return z_tgt * zworldtoint; } int int_ceiling_dist() const { return ceiling_dist * zworldtoint; } + int int_floor_dist() const { return floor_dist * zworldtoint; } // // Variables that can be used by actors and Player diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index 2d3967949..90c739add 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -369,9 +369,9 @@ int DoHornetMatchPlayerZ(DSWActor* actor) // lower bound if (actor->user.lowActor) - bound = loz - actor->user.floor_dist; + bound = loz - actor->user.int_floor_dist(); else - bound = loz - actor->user.floor_dist - HORNET_BOB_AMT; + bound = loz - actor->user.int_floor_dist() - HORNET_BOB_AMT; if (actor->user.pos.Z > bound) { @@ -389,7 +389,7 @@ int DoHornetMatchPlayerZ(DSWActor* actor) actor->user.pos.Z = bound; } - actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.floor_dist); + actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.int_floor_dist()); actor->user.pos.Z = max(actor->user.pos.Z, hiz + actor->user.int_ceiling_dist()); actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047; @@ -510,7 +510,7 @@ int DoHornetDeath(DSWActor* actor) nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14); ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14); - actor->user.coll = move_sprite(actor, nx, ny, 0L, actor->user.int_ceiling_dist(), actor->user.floor_dist, 1, ACTORMOVETICS); + actor->user.coll = move_sprite(actor, nx, ny, 0L, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), 1, ACTORMOVETICS); // on the ground if (actor->spr.pos.Z >= actor->user.loz) diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index f5d43a56a..fc76379bb 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -372,7 +372,7 @@ int DoBloodSpray(DSWActor* actor) else { actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, - actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); } @@ -561,7 +561,7 @@ int DoPhosphorus(DSWActor* actor) } actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, - actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS*2); MissileHitDiveArea(actor); @@ -765,7 +765,7 @@ int DoChemBomb(DSWActor* actor) } actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, - actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -994,7 +994,7 @@ int DoCaltrops(DSWActor* actor) } actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, - actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 4c12c8891..fa6f23639 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -4497,7 +4497,7 @@ void DoPlayerDive(PLAYER* pp) nx = MOVEx((128+64), NORM_ANGLE(bubble->int_ang() + 1024)); ny = MOVEy((128+64), NORM_ANGLE(bubble->int_ang() + 1024)); - move_sprite(bubble, nx, ny, 0L, plActor->user.int_ceiling_dist(), plActor->user.floor_dist, 0, synctics); + move_sprite(bubble, nx, ny, 0L, plActor->user.int_ceiling_dist(), plActor->user.int_floor_dist(), 0, synctics); } } } diff --git a/source/games/sw/src/ripper.cpp b/source/games/sw/src/ripper.cpp index 317e64f89..a114c070a 100644 --- a/source/games/sw/src/ripper.cpp +++ b/source/games/sw/src/ripper.cpp @@ -1048,7 +1048,7 @@ int DoRipperBeginJumpAttack(DSWActor* actor) tang = getangle(target->int_pos().X - actor->int_pos().X, target->int_pos().Y - actor->int_pos().Y); Collision coll = move_sprite(actor, bcos(tang, -7), bsin(tang, -7), - 0L, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS); + 0L, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_ACTOR, ACTORMOVETICS); if (coll.type != kHitNone) actor->set_int_ang(NORM_ANGLE((actor->int_ang() + 1024) + (RANDOM_NEG(256, 6) >> 6))); diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index a1461c1fc..cd5c5c6d1 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -1070,7 +1070,7 @@ int DoRipper2BeginJumpAttack(DSWActor* actor) // Always jump at player if mad. Collision coll = move_sprite(actor, bcos(tang, -7), bsin(tang, -7), - 0, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS); + 0, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_ACTOR, ACTORMOVETICS); if (coll.type != kHitNone) actor->set_int_ang(NORM_ANGLE((actor->int_ang() + 1024) + (RANDOM_NEG(256, 6) >> 6))); else diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 6c00a272a..4ec9e6685 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -4626,7 +4626,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange) auto sect = actor->sector(); actor->user.coll = move_sprite(actor, xchange, ychange, zchange, - actor->user.int_ceiling_dist(), actor->user.floor_dist, cliptype, ACTORMOVETICS); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), cliptype, ACTORMOVETICS); ASSERT(actor->insector()); diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index be00308fe..8f0748023 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -3530,7 +3530,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) nz = actor->spr.zvel * locktics; } - actor->user.coll = move_sprite(actor, nx, ny, nz, actor->user.int_ceiling_dist(), actor->user.floor_dist, 0, locktics); + actor->user.coll = move_sprite(actor, nx, ny, nz, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), 0, locktics); if (actor->user.coll.type != kHitNone) diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 5e1221543..197e5b841 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -3788,7 +3788,7 @@ AutoShrap: void DoShrapMove(DSWActor* actor) { - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, 0, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, 0, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS*2); } int DoVomit(DSWActor* actor) @@ -7416,7 +7416,7 @@ int DoStar(DSWActor* actor) } } - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -8054,7 +8054,7 @@ int DoPlasma(DSWActor* actor) int DoCoolgFire(DSWActor* actor) { - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) @@ -8209,7 +8209,7 @@ int DoGrenade(DSWActor* actor) } actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, - actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -8425,7 +8425,7 @@ int DoVulcanBoulder(DSWActor* actor) actor->user.change.Z += actor->user.Counter; actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, - actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); int32_t const vel = ksqrt(SQ(actor->user.change.X) + SQ(actor->user.change.Y)); @@ -8793,7 +8793,7 @@ int DoMine(DSWActor* actor) } actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, - actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -8982,7 +8982,7 @@ int DoTracer(DSWActor* actor) { for (int i = 0; i < 4; i++) { - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -9005,7 +9005,7 @@ int DoEMP(DSWActor* actor) { for (int i = 0; i < 4; i++) { - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -9087,7 +9087,7 @@ int DoTankShell(DSWActor* actor) for (i = 0; i < 4; i++) { - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -9108,7 +9108,7 @@ int DoTankShell(DSWActor* actor) int DoTracerStart(DSWActor* actor) { actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, - actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -9132,7 +9132,7 @@ int DoLaser(DSWActor* actor) while (true) { - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -9169,7 +9169,7 @@ int DoLaserStart(DSWActor* actor) { if (SW_SHAREWARE) return false; // JBF: verify - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -9194,7 +9194,7 @@ int DoRail(DSWActor* actor) while (true) { - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -9269,7 +9269,7 @@ int DoRailStart(DSWActor* actor) { if (SW_SHAREWARE) return false; // JBF: verify - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -9305,7 +9305,7 @@ int DoRocket(DSWActor* actor) VectorMissileSeek(actor, 30, 16, 128, 768); } - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -9364,7 +9364,7 @@ int DoMicroMini(DSWActor* actor) for (i = 0; i < 3; i++) { - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -9397,7 +9397,7 @@ int SpawnExtraMicroMini(DSWActor* actor) actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = actor->user.Radius; actorNew->user.ceiling_dist = actor->user.int_ceiling_dist(); - actorNew->user.floor_dist = actor->user.floor_dist; + actorNew->user.floor_dist = actor->user.int_floor_dist(); actorNew->spr.cstat = actor->spr.cstat; actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + RandomRange(64) - 32)); @@ -9415,7 +9415,7 @@ int DoMicro(DSWActor* actor) if (SW_SHAREWARE) return false; // JBF: verify actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, - actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -9488,7 +9488,7 @@ int DoUziBullet(DSWActor* actor) sx = actor->int_pos().X; sy = actor->int_pos().Y; - actor->user.coll = move_missile(actor, dax, day, daz, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, dax, day, daz, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); actor->user.Dist += Distance(sx, sy, actor->int_pos().X, actor->int_pos().Y); MissileHitDiveArea(actor); @@ -9625,7 +9625,7 @@ int DoElectro(DSWActor* actor) int DoLavaBoulder(DSWActor* actor) { actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, - actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) @@ -9650,7 +9650,7 @@ int DoLavaBoulder(DSWActor* actor) int DoSpear(DSWActor* actor) { actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, - actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -10031,7 +10031,7 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang) expActor->user.change.Y = MOVEy(vel, ang); expActor->user.Radius = 200; // was NUKE_RADIUS expActor->user.coll = move_missile(expActor, expActor->user.change.X, expActor->user.change.Y, 0, - expActor->user.int_ceiling_dist(),expActor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + expActor->user.int_ceiling_dist(),expActor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); if (FindDistance3D(expActor->int_pos() - actor->int_pos()) < 1024) { @@ -10302,7 +10302,7 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang) expActor->user.change.Y = MOVEy(vel, ang); expActor->user.coll = move_missile(expActor, expActor->user.change.X, expActor->user.change.Y, 0, - expActor->user.int_ceiling_dist(),expActor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + expActor->user.int_ceiling_dist(),expActor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); if (FindDistance3D(expActor->int_pos() - actor->int_pos()) < 1024) { @@ -10593,7 +10593,7 @@ int DoFireball(DSWActor* actor) } } - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -10757,7 +10757,7 @@ int DoNapalm(DSWActor* actor) auto oldv = actor->spr.pos; - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -10778,7 +10778,7 @@ int DoNapalm(DSWActor* actor) actor->spr.pos = oldv; hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); hitActor->spr.cstat = hcstat; } } @@ -10838,7 +10838,7 @@ int DoBloodWorm(DSWActor* actor) int bx,by; int amt; - actor->user.coll = move_ground_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_ground_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); if (actor->user.coll.type != kHitNone) { @@ -10920,7 +10920,7 @@ int DoSerpMeteor(DSWActor* actor) if (actor->spr.xrepeat > 80) actor->spr.xrepeat = 80; - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); if (actor->user.coll.type != kHitNone) { @@ -10937,7 +10937,7 @@ int DoSerpMeteor(DSWActor* actor) actor->spr.pos = oldv; hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); hitActor->spr.cstat = hcstat; } } @@ -10959,7 +10959,7 @@ int DoMirvMissile(DSWActor* actor) if (actor->spr.xrepeat > 80) actor->spr.xrepeat = 80; - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); @@ -10978,7 +10978,7 @@ int DoMirvMissile(DSWActor* actor) int DoMirv(DSWActor* actor) { - actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); + actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); @@ -11822,7 +11822,7 @@ int InitSwordAttack(PLAYER* pp) nx = MOVEx((1024 + 256) * 3, NORM_ANGLE(bubble->int_ang() + dangs[i] + random_amt)); ny = MOVEy((1024 + 256) * 3, NORM_ANGLE(bubble->int_ang() + dangs[i] + random_amt)); - move_missile(bubble, nx, ny, 0, plActor->user.ceiling_dist, plActor->user.floor_dist, CLIPMASK_PLAYER, 1); + move_missile(bubble, nx, ny, 0, plActor->user.ceiling_dist, plActor->user.int_floor_dist(), CLIPMASK_PLAYER, 1); } } } @@ -11993,7 +11993,7 @@ int InitFistAttack(PLAYER* pp) nx = MOVEx((1024+256)*3, NORM_ANGLE(bubble->int_ang() + dangs[i] + random_amt)); ny = MOVEy((1024+256)*3, NORM_ANGLE(bubble->int_ang() + dangs[i] + random_amt)); - move_missile(bubble, nx, ny, 0L, plActor->user.ceiling_dist, plActor->user.floor_dist, CLIPMASK_PLAYER, 1); + move_missile(bubble, nx, ny, 0, plActor->user.ceiling_dist, plActor->user.int_floor_dist(), CLIPMASK_PLAYER, 1); } } } @@ -12659,7 +12659,7 @@ int InitStar(PLAYER* pp) actorNew2->user.WeaponNum = actorNew->user.WeaponNum; actorNew2->user.Radius = actorNew->user.Radius; actorNew2->user.ceiling_dist = actorNew->user.int_ceiling_dist(); - actorNew2->user.floor_dist = actorNew->user.floor_dist; + actorNew2->user.floor_dist = actorNew->user.int_floor_dist(); actorNew2->user.Flags2 = actorNew->user.Flags2 & ~(SPR2_FLAMEDIE); // mask out any new flags here for safety. if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew2)) @@ -14590,7 +14590,7 @@ int InitCoolgFire(DSWActor* actor) nx = MulScale(728, bcos(nang), 14); ny = MulScale(728, bsin(nang), 14); - move_missile(actorNew, nx, ny, 0, actorNew->user.ceiling_dist, actorNew->user.floor_dist, 0, 3L); + move_missile(actorNew, nx, ny, 0, actorNew->user.ceiling_dist, actorNew->user.int_floor_dist(), 0, 3); return 0; } @@ -14600,9 +14600,9 @@ int DoCoolgDrip(DSWActor* actor) actor->user.Counter += 220; actor->add_int_z(actor->user.Counter); - if (actor->int_pos().Z > actor->user.int_loz() - actor->user.floor_dist) + if (actor->int_pos().Z > actor->user.int_loz() - actor->user.int_floor_dist()) { - actor->set_int_z(actor->user.int_loz() - actor->user.floor_dist); + actor->set_int_z(actor->user.int_loz() - actor->user.int_floor_dist()); actor->spr.yrepeat = actor->spr.xrepeat = 32; ChangeState(actor, s_GoreFloorSplash); if (actor->user.spal == PALETTE_BLUE_LIGHTING) @@ -17904,7 +17904,7 @@ int DoShrapVelocity(DSWActor* actor) } actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, - actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS*2); MissileHitDiveArea(actor); @@ -18216,7 +18216,7 @@ int DoItemFly(DSWActor* actor) } actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, - actor->user.int_ceiling_dist(), actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2); + actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS*2); MissileHitDiveArea(actor);