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https://github.com/ZDoom/Raze.git
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- more change wrappers removed
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a5d6e1d406
commit
9aedc3fe9e
2 changed files with 24 additions and 39 deletions
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@ -1197,7 +1197,8 @@ int SpawnRadiationCloud(DSWActor* actor)
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int DoRadiationCloud(DSWActor* actor)
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{
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actor->add_int_pos({ actor->user.int_change().X, actor->user.int_change().Y, -actor->spr.zvel });
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actor->spr.pos.XY() += actor->user.change;
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actor->add_int_z(-actor->spr.zvel);
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if (actor->user.ID)
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{
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@ -7887,17 +7887,13 @@ int VectorWormSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range1, in
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dist = ksqrt(SQ(actor->int_pos().X - goal->int_pos().X) + SQ(actor->int_pos().Y - goal->int_pos().Y) + (SQ(actor->int_pos().Z - zh)>>8));
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ox = actor->user.int_change().X;
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oy = actor->user.int_change().Y;
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oz = actor->user.int_change().Z;
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auto oc = actor->user.change;
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actor->user.set_int_change_x(Scale(actor->spr.xvel, goal->int_pos().X - actor->int_pos().X, dist));
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actor->user.set_int_change_y(Scale(actor->spr.xvel, goal->int_pos().Y - actor->int_pos().Y, dist));
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actor->user.set_int_change_z(Scale(actor->spr.xvel, zh - actor->int_pos().Z, dist));
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actor->user.set_int_change_x((actor->user.int_change().X + ox*7)/8);
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actor->user.set_int_change_y((actor->user.int_change().Y + oy*7)/8);
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actor->user.set_int_change_z((actor->user.int_change().Z + oz*7)/8);
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actor->user.change += oc * (7./8);
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SetAngleFromChange(actor);
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}
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@ -8080,14 +8076,14 @@ int DoEelFire(DSWActor* actor)
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void ScaleSpriteVector(DSWActor* actor, int scalex, int scaley, int scalez)
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{
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actor->user.set_int_change_x(MulScale(actor->user.int_change().X, scalex, 16));
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actor->user.set_int_change_y(MulScale(actor->user.int_change().Y, scaley, 16));
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actor->user.set_int_change_z(MulScale(actor->user.int_change().Z, scalez, 16));
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actor->user.change.X *= FixedToFloat(scalex);
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actor->user.change.Y *= FixedToFloat(scaley);
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actor->user.change.Z *= FixedToFloat(scalez);
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}
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void ScaleSpriteVector(DSWActor* actor, int scale)
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{
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ScaleSpriteVector(actor, scale, scale, scale);
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actor->user.change *= FixedToFloat(scale);
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}
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void WallBounce(DSWActor* actor, short ang)
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@ -8114,8 +8110,7 @@ void WallBounce(DSWActor* actor, short ang)
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//
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if (old_ang == actor->int_ang())
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{
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actor->user.set_int_change_x(-actor->user.int_change().X);
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actor->user.set_int_change_y(-actor->user.int_change().Y);
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actor->user.change.XY() = -actor->user.change.XY();
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SetAngleFromChange(actor);
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}
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}
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@ -8504,8 +8499,8 @@ int DoVulcanBoulder(DSWActor* actor)
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actor->user.Counter = 0;
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// limit to a reasonable bounce value
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if (actor->user.int_change().Z > Z(32))
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actor->user.set_int_change_z(Z(32));
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if (actor->user.change.Z > 32)
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actor->user.change.Z = 32;
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}
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else
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{
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@ -8527,8 +8522,8 @@ int DoVulcanBoulder(DSWActor* actor)
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ScaleSpriteVector(actor, 20000, 20000, 32000);
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// limit to a reasonable bounce value
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if (actor->user.int_change().Z > Z(24))
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actor->user.set_int_change_z(Z(24));
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if (actor->user.change.Z > 24)
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actor->user.change.Z = 24;
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actor->user.change.Z = -actor->user.change.Z;
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@ -8920,7 +8915,7 @@ int DoMine(DSWActor* actor)
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int DoPuff(DSWActor* actor)
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{
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actor->add_int_pos({ actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z });
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actor->spr.pos += actor->user.change;
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return 0;
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}
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@ -10408,7 +10403,7 @@ int DoMineExp(DSWActor* actor)
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int DoSectorExp(DSWActor* actor)
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{
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actor->add_int_pos({ actor->user.int_change().X, actor->user.int_change().Y, 0 });
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actor->spr.pos += actor->user.change.XY();
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return 0;
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}
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@ -10779,8 +10774,7 @@ int DoBloodWorm(DSWActor* actor)
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if (actor->user.coll.type != kHitNone)
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{
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actor->user.set_int_change_x(-actor->user.int_change().X);
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actor->user.set_int_change_y(-actor->user.int_change().Y);
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actor->user.change.XY() = -actor->user.change.XY();
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actor->user.coll.setNone();
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actor->spr.angle += DAngle180;
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return true;
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@ -10977,13 +10971,10 @@ int DoMirv(DSWActor* actor)
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bool MissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist)
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{
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int oldvel, oldzvel;
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int oldxc, oldyc, oldzc;
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bool retval = false;
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// backup values
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oldxc = actor->user.int_change().X;
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oldyc = actor->user.int_change().Y;
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oldzc = actor->user.int_change().Z;
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auto oldc = actor->user.change;
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oldvel = actor->spr.xvel;
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oldzvel = actor->spr.zvel;
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@ -11001,9 +10992,7 @@ bool MissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist)
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actor->user.Flags &= ~(SPR_SET_POS_DONT_KILL);
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// reset values
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actor->user.set_int_change_x(oldxc);
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actor->user.set_int_change_y(oldyc);
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actor->user.set_int_change_z(oldzc);
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actor->user.change = oldc;
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actor->spr.xvel = oldvel;
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actor->spr.zvel = oldzvel;
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@ -11016,13 +11005,10 @@ bool MissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist)
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bool TestMissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist, int zvel)
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{
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int oldvel, oldzvel;
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int oldxc, oldyc, oldzc;
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bool retval = false;
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// backup values
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oldxc = actor->user.int_change().X;
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oldyc = actor->user.int_change().Y;
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oldzc = actor->user.int_change().Z;
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auto oldc = actor->user.change;
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oldvel = actor->spr.xvel;
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oldzvel = actor->spr.zvel;
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@ -11041,9 +11027,7 @@ bool TestMissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist, int zvel)
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actor->user.Flags &= ~(SPR_SET_POS_DONT_KILL);
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// reset values
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actor->user.set_int_change_x(oldxc);
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actor->user.set_int_change_y(oldyc);
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actor->user.set_int_change_z(oldzc);
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actor->user.change = oldc;
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actor->spr.xvel = oldvel;
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actor->spr.zvel = oldzvel;
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@ -16266,7 +16250,7 @@ int InitEnemyMine(DSWActor* actor)
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MissileSetPos(actorNew, DoMine, 300);
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actorNew->spr.angle += DAngle90;
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actorNew->user.set_int_change_z(-5000);
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actorNew->user.change. Z = -5000 / 256.;
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UpdateChangeXY(actorNew);
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return 0;
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@ -16847,7 +16831,8 @@ DSWActor* SpawnBubble(DSWActor* actor)
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int DoVehicleSmoke(DSWActor* actor)
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{
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actor->add_int_pos({ actor->user.int_change().X, actor->user.int_change().Y, -actor->spr.zvel });
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actor->spr.pos.XY() += actor->user.change.XY();
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actor->add_int_z(-actor->spr.zvel);
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return false;
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}
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@ -17975,8 +17960,7 @@ int DoItemFly(DSWActor* actor)
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}
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else
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{
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actor->user.set_int_change_x(-actor->user.int_change().X);
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actor->user.set_int_change_y(-actor->user.int_change().Y);
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actor->user.change.XY() = -actor->user.change.XY();
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}
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break;
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