mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-31 12:30:40 +00:00
- Always clear object in PlayerAngles::initialize()
rather than expecting the caller to do it.
This commit is contained in:
parent
59acdde9c9
commit
8f9b413d38
5 changed files with 3 additions and 5 deletions
|
@ -112,7 +112,9 @@ struct PlayerAngles
|
||||||
// General methods.
|
// General methods.
|
||||||
void initialize(DCoreActor* const actor, const DAngle viewyaw = nullAngle)
|
void initialize(DCoreActor* const actor, const DAngle viewyaw = nullAngle)
|
||||||
{
|
{
|
||||||
if ((pActor = actor)) CameraAngles = PrevLerpAngles = pActor->spr.Angles;
|
*this = {};
|
||||||
|
pActor = actor;
|
||||||
|
CameraAngles = PrevLerpAngles = pActor->spr.Angles;
|
||||||
PrevViewAngles.Yaw = ViewAngles.Yaw = viewyaw;
|
PrevViewAngles.Yaw = ViewAngles.Yaw = viewyaw;
|
||||||
}
|
}
|
||||||
DAngle getPitchWithView()
|
DAngle getPitchWithView()
|
||||||
|
|
|
@ -801,7 +801,6 @@ void playerStart(int nPlayer, int bNewLevel)
|
||||||
auto actor = actSpawnSprite(pStartZone->sector, pStartZone->pos, 6, 1);
|
auto actor = actSpawnSprite(pStartZone->sector, pStartZone->pos, 6, 1);
|
||||||
assert(actor->hasX());
|
assert(actor->hasX());
|
||||||
pPlayer->actor = actor;
|
pPlayer->actor = actor;
|
||||||
pPlayer->Angles = {};
|
|
||||||
pPlayer->Angles.initialize(pPlayer->actor);
|
pPlayer->Angles.initialize(pPlayer->actor);
|
||||||
DUDEINFO* pDudeInfo = &dudeInfo[kDudePlayer1 + nPlayer - kDudeBase];
|
DUDEINFO* pDudeInfo = &dudeInfo[kDudePlayer1 + nPlayer - kDudeBase];
|
||||||
pPlayer->pDudeInfo = pDudeInfo;
|
pPlayer->pDudeInfo = pDudeInfo;
|
||||||
|
|
|
@ -603,7 +603,6 @@ void resetpspritevars(int g, const DVector3& startpos, const DAngle startang)
|
||||||
act->spr.pal = ps[j].palookup = ud.user_pals[j];
|
act->spr.pal = ps[j].palookup = ud.user_pals[j];
|
||||||
|
|
||||||
ps[j].actor = act;
|
ps[j].actor = act;
|
||||||
ps[j].Angles = {};
|
|
||||||
ps[j].Angles.initialize(ps[j].actor, (currentLevel->levelNumber & 1)? DAngle90 : -DAngle90);
|
ps[j].Angles.initialize(ps[j].actor, (currentLevel->levelNumber & 1)? DAngle90 : -DAngle90);
|
||||||
ps[j].frag_ps = j;
|
ps[j].frag_ps = j;
|
||||||
act->SetOwner(act);
|
act->SetOwner(act);
|
||||||
|
|
|
@ -285,7 +285,6 @@ void RestartPlayer(int nPlayer)
|
||||||
pPlayer->pPlayerViewSect = pPlayer->sPlayerSave.pSector;
|
pPlayer->pPlayerViewSect = pPlayer->sPlayerSave.pSector;
|
||||||
pPlayer->nPlayer = nPlayer;
|
pPlayer->nPlayer = nPlayer;
|
||||||
pPlayer->nHealth = 800; // TODO - define
|
pPlayer->nHealth = 800; // TODO - define
|
||||||
pPlayer->Angles = {};
|
|
||||||
pPlayer->Angles.initialize(pPlayerActor);
|
pPlayer->Angles.initialize(pPlayerActor);
|
||||||
pPlayer->bIsMummified = false;
|
pPlayer->bIsMummified = false;
|
||||||
pPlayer->nTorch = 0;
|
pPlayer->nTorch = 0;
|
||||||
|
|
|
@ -2344,7 +2344,6 @@ void InitPlayerSprite(PLAYER* pp, const DVector3& spawnpos, const DAngle startan
|
||||||
pp->actor = actor;
|
pp->actor = actor;
|
||||||
pp->pnum = pnum;
|
pp->pnum = pnum;
|
||||||
|
|
||||||
pp->Angles = {};
|
|
||||||
pp->Angles.initialize(pp->actor);
|
pp->Angles.initialize(pp->actor);
|
||||||
|
|
||||||
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||||
|
|
Loading…
Reference in a new issue