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- renamed player vector variables
This commit is contained in:
parent
77bc524950
commit
9d101a4f73
7 changed files with 104 additions and 104 deletions
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@ -581,7 +581,7 @@ struct REMOTE_CONTROL
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{
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sectortype* cursectp, * lastcursectp;
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int pang;
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vec2_t vect, ovect, slide_vect;
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vec2_t _vect, _ovect, _slide_vect;
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DVector3 pos;
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SECTOR_OBJECT* sop_control;
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};
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@ -629,7 +629,7 @@ struct PLAYER
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DVector3 si; // save player interp position for PlayerSprite
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DAngle siang;
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vec2_t vect, ovect, slide_vect; // these need floatification, but must be done together. vect is in 14.18 format!
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vec2_t _vect, _ovect, _slide_vect; // these need floatification, but must be done together. vect is in 14.18 format!
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int friction;
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int16_t slide_ang; // todo: floatify
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int slide_dec;
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@ -2240,7 +2240,7 @@ inline bool SpriteInUnderwaterArea(DSWActor* a)
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// just determine if the player is moving
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inline bool PLAYER_MOVING(PLAYER* pp)
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{
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return (pp->vect.X | pp->vect.Y);
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return (pp->_vect.X | pp->_vect.Y);
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}
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inline void PlaySound(int num, DSWActor* actor, int flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
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@ -1303,8 +1303,8 @@ int PlayerInitChemBomb(PLAYER* pp)
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UpdateChange(actorNew, 0.5);
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// adjust xvel according to player velocity
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actorNew->user.change.X += FixedToFloat<18>(pp->vect.X);
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actorNew->user.change.Y += FixedToFloat<18>(pp->vect.Y);
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actorNew->user.change.X += FixedToFloat<18>(pp->_vect.X);
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actorNew->user.change.Y += FixedToFloat<18>(pp->_vect.Y);
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// Smoke will come out for this many seconds
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actorNew->user.WaitTics = CHEMTICS;
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@ -1659,8 +1659,8 @@ int PlayerInitCaltrops(PLAYER* pp)
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UpdateChange(actorNew, 0.5);
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// adjust xvel according to player velocity
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actorNew->user.change.X += FixedToFloat<18>(pp->vect.X);
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actorNew->user.change.Y += FixedToFloat<18>(pp->vect.Y);
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actorNew->user.change.X += FixedToFloat<18>(pp->_vect.X);
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actorNew->user.change.Y += FixedToFloat<18>(pp->_vect.Y);
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SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
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return 0;
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@ -98,7 +98,7 @@ Collision MultiClipMove(PLAYER* pp, double zz, double floordist)
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pos[i].Z = zz;
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// move the box
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clipmove(pos[i], &pp->cursector, pp->vect.X, pp->vect.Y, (int)sop->clipbox_dist[i], Z(4), int(floordist * zworldtoint), CLIPMASK_PLAYER, coll);
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clipmove(pos[i], &pp->cursector, pp->_vect.X, pp->_vect.Y, (int)sop->clipbox_dist[i], Z(4), int(floordist * zworldtoint), CLIPMASK_PLAYER, coll);
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// save the dist moved
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dist = (pos[i].XY() - opos[i].XY()).Length();
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@ -205,7 +205,7 @@ int RectClipMove(PLAYER* pp, DVector2* qpos)
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int i;
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DVector2 xy[4];
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int point_num;
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DVector2 pvect((pp->vect.X >> 14) * inttoworld, (pp->vect.Y >> 14) * inttoworld);
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DVector2 pvect((pp->_vect.X >> 14) * inttoworld, (pp->_vect.Y >> 14) * inttoworld);
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for (i = 0; i < 4; i++)
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{
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@ -6307,7 +6307,7 @@ void pWeaponBob(PANEL_SPRITE* psp, short condition)
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{
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double xdiff = 0, ydiff = 0;
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double bobvel = fFindDistance2D(psp->PlayerP->vect.X, psp->PlayerP->vect.Y) * (1. / 32768.);
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double bobvel = fFindDistance2D(psp->PlayerP->_vect.X, psp->PlayerP->_vect.Y) * (1. / 32768.);
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bobvel = bobvel + (bobvel * (1. / 4.));
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bobvel = min(bobvel, 128.);
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@ -1243,8 +1243,8 @@ DSWActor* DoPickTarget(DSWActor* actor, DAngle max_delta_ang, int skip_targets)
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void DoPlayerResetMovement(PLAYER* pp)
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{
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pp->vect = pp->ovect = { 0, 0 };
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pp->slide_vect = { 0, 0 };
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pp->_vect = pp->_ovect = { 0, 0 };
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pp->_slide_vect = { 0, 0 };
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pp->drive_avel = 0;
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pp->Flags &= ~(PF_PLAYER_MOVED);
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}
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@ -1561,8 +1561,8 @@ void SlipSlope(PLAYER* pp)
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ang = NORM_ANGLE(ang + 512);
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pp->vect.X += MulScale(bcos(ang), pp->cursector->floorheinum, sectu->speed);
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pp->vect.Y += MulScale(bsin(ang), pp->cursector->floorheinum, sectu->speed);
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pp->_vect.X += MulScale(bcos(ang), pp->cursector->floorheinum, sectu->speed);
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pp->_vect.Y += MulScale(bsin(ang), pp->cursector->floorheinum, sectu->speed);
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}
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void DoPlayerHorizon(PLAYER* pp, float const horz, double const scaleAdjust)
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@ -1845,17 +1845,17 @@ void DoPlayerSlide(PLAYER* pp)
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int push_ret;
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if ((pp->slide_vect.X|pp->slide_vect.Y) == 0)
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if ((pp->_slide_vect.X|pp->_slide_vect.Y) == 0)
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return;
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if (pp->sop)
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return;
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pp->slide_vect.X = MulScale(pp->slide_vect.X, PLAYER_SLIDE_FRICTION, 16);
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pp->slide_vect.Y = MulScale(pp->slide_vect.Y, PLAYER_SLIDE_FRICTION, 16);
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pp->_slide_vect.X = MulScale(pp->_slide_vect.X, PLAYER_SLIDE_FRICTION, 16);
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pp->_slide_vect.Y = MulScale(pp->_slide_vect.Y, PLAYER_SLIDE_FRICTION, 16);
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if (abs(pp->slide_vect.X) < 12800 && abs(pp->slide_vect.Y) < 12800)
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pp->slide_vect.X = pp->slide_vect.Y = 0;
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if (abs(pp->_slide_vect.X) < 12800 && abs(pp->_slide_vect.Y) < 12800)
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pp->_slide_vect.X = pp->_slide_vect.Y = 0;
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
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if (push_ret < 0)
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@ -1871,7 +1871,7 @@ void DoPlayerSlide(PLAYER* pp)
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return;
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}
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Collision coll;
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clipmove(pp->pos, &pp->cursector, pp->slide_vect.X, pp->slide_vect.Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
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clipmove(pp->pos, &pp->cursector, pp->_slide_vect.X, pp->_slide_vect.Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
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PlayerCheckValidMove(pp);
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
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@ -1959,11 +1959,11 @@ void DoPlayerMove(PLAYER* pp)
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DoPlayerSlide(pp);
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pp->ovect.X = pp->vect.X;
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pp->ovect.Y = pp->vect.Y;
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pp->_ovect.X = pp->_vect.X;
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pp->_ovect.Y = pp->_vect.Y;
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pp->vect.X += ((pp->input.fvel*synctics*2)<<6);
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pp->vect.Y += ((pp->input.svel*synctics*2)<<6);
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pp->_vect.X += ((pp->input.fvel*synctics*2)<<6);
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pp->_vect.Y += ((pp->input.svel*synctics*2)<<6);
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friction = pp->friction;
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if (!(pp->Flags & PF_SWIMMING) && pp->WadeDepth)
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@ -1971,26 +1971,26 @@ void DoPlayerMove(PLAYER* pp)
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friction -= pp->WadeDepth * 100;
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}
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pp->vect.X = MulScale(pp->vect.X, friction, 16);
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pp->vect.Y = MulScale(pp->vect.Y, friction, 16);
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pp->_vect.X = MulScale(pp->_vect.X, friction, 16);
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pp->_vect.Y = MulScale(pp->_vect.Y, friction, 16);
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if (pp->Flags & (PF_FLYING))
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{
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// do a bit of weighted averaging
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pp->vect.X = (pp->vect.X + (pp->ovect.X*1))/2;
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pp->vect.Y = (pp->vect.Y + (pp->ovect.Y*1))/2;
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pp->_vect.X = (pp->_vect.X + (pp->_ovect.X*1))/2;
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pp->_vect.Y = (pp->_vect.Y + (pp->_ovect.Y*1))/2;
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}
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else if (pp->Flags & (PF_DIVING))
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{
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// do a bit of weighted averaging
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pp->vect.X = (pp->vect.X + (pp->ovect.X*2))/3;
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pp->vect.Y = (pp->vect.Y + (pp->ovect.Y*2))/3;
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pp->_vect.X = (pp->_vect.X + (pp->_ovect.X*2))/3;
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pp->_vect.Y = (pp->_vect.Y + (pp->_ovect.Y*2))/3;
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}
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if (abs(pp->vect.X) < 12800 && abs(pp->vect.Y) < 12800)
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pp->vect.X = pp->vect.Y = 0;
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if (abs(pp->_vect.X) < 12800 && abs(pp->_vect.Y) < 12800)
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pp->_vect.X = pp->_vect.Y = 0;
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actor->set_int_xvel(FindDistance2D(pp->vect.X,pp->vect.Y)>>14);
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actor->set_int_xvel(FindDistance2D(pp->_vect.X,pp->_vect.Y)>>14);
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if (pp->Flags & (PF_CLIP_CHEAT))
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{
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@ -1999,7 +1999,7 @@ void DoPlayerMove(PLAYER* pp)
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{
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pp->opos.XY() = pp->pos.XY();
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}
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pp->add_int_ppos_XY({ pp->vect.X >> 14, pp->vect.Y >> 14 });
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pp->add_int_ppos_XY({ pp->_vect.X >> 14, pp->_vect.Y >> 14 });
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updatesector(pp->pos, §);
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if (sect != nullptr)
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pp->cursector = sect;
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@ -2029,7 +2029,7 @@ void DoPlayerMove(PLAYER* pp)
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actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
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Collision coll;
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updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
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clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->vect.Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
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clipmove(pp->pos, &pp->cursector, pp->_vect.X, pp->_vect.Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
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actor->spr.cstat = save_cstat;
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PlayerCheckValidMove(pp);
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@ -2200,8 +2200,8 @@ void DoTankTreads(PLAYER* pp)
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if (Prediction)
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return;
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vel = FindDistance2D(pp->vect.X>>8, pp->vect.Y>>8);
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dot = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14));
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vel = FindDistance2D(pp->_vect.X>>8, pp->_vect.Y>>8);
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dot = DOT_PRODUCT_2D(pp->_vect.X, pp->_vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14));
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if (dot < 0)
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reverse = true;
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@ -2310,7 +2310,7 @@ void DriveCrush(PLAYER* pp, DVector2* quad)
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return;
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// not moving - don't crush
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if ((pp->vect.X|pp->vect.Y) == 0 && pp->input.avel == 0)
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if ((pp->_vect.X|pp->_vect.Y) == 0 && pp->input.avel == 0)
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return;
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// main sector
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@ -2358,10 +2358,10 @@ void DriveCrush(PLAYER* pp, DVector2* quad)
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if (actor->int_pos().Z < sop->crush_z)
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continue;
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int32_t const vel = FindDistance2D(pp->vect.X>>8, pp->vect.Y>>8);
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int32_t const vel = FindDistance2D(pp->_vect.X>>8, pp->_vect.Y>>8);
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if (vel < 9000)
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{
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DoActorBeginSlide(actor, VecToAngle(pp->vect.X, pp->vect.Y), vel/8 * inttoworld);
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DoActorBeginSlide(actor, VecToAngle(pp->_vect.X, pp->_vect.Y), vel/8 * inttoworld);
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if (DoActorSlide(actor))
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continue;
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}
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@ -2478,32 +2478,32 @@ void DoPlayerMoveVehicle(PLAYER* pp)
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else
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pp->Flags |= (PF_PLAYER_MOVED);
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pp->ovect.X = pp->vect.X;
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pp->ovect.Y = pp->vect.Y;
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pp->_ovect.X = pp->_vect.X;
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pp->_ovect.Y = pp->_vect.Y;
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if (sop->drive_speed)
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{
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pp->vect.X = MulScale(pp->input.fvel, sop->drive_speed, 6);
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pp->vect.Y = MulScale(pp->input.svel, sop->drive_speed, 6);
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pp->_vect.X = MulScale(pp->input.fvel, sop->drive_speed, 6);
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pp->_vect.Y = MulScale(pp->input.svel, sop->drive_speed, 6);
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// does sliding/momentum
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pp->vect.X = (pp->vect.X + (pp->ovect.X*(sop->drive_slide-1)))/sop->drive_slide;
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pp->vect.Y = (pp->vect.Y + (pp->ovect.Y*(sop->drive_slide-1)))/sop->drive_slide;
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pp->_vect.X = (pp->_vect.X + (pp->_ovect.X*(sop->drive_slide-1)))/sop->drive_slide;
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pp->_vect.Y = (pp->_vect.Y + (pp->_ovect.Y*(sop->drive_slide-1)))/sop->drive_slide;
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}
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else
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{
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pp->vect.X += ((pp->input.fvel*synctics*2)<<6);
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pp->vect.Y += ((pp->input.svel*synctics*2)<<6);
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pp->_vect.X += ((pp->input.fvel*synctics*2)<<6);
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pp->_vect.Y += ((pp->input.svel*synctics*2)<<6);
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pp->vect.X = MulScale(pp->vect.X, TANK_FRICTION, 16);
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pp->vect.Y = MulScale(pp->vect.Y, TANK_FRICTION, 16);
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pp->_vect.X = MulScale(pp->_vect.X, TANK_FRICTION, 16);
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pp->_vect.Y = MulScale(pp->_vect.Y, TANK_FRICTION, 16);
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pp->vect.X = (pp->vect.X + (pp->ovect.X*1))/2;
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pp->vect.Y = (pp->vect.Y + (pp->ovect.Y*1))/2;
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pp->_vect.X = (pp->_vect.X + (pp->_ovect.X*1))/2;
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pp->_vect.Y = (pp->_vect.Y + (pp->_ovect.Y*1))/2;
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}
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if (abs(pp->vect.X) < 12800 && abs(pp->vect.Y) < 12800)
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pp->vect.X = pp->vect.Y = 0;
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if (abs(pp->_vect.X) < 12800 && abs(pp->_vect.Y) < 12800)
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pp->_vect.X = pp->_vect.Y = 0;
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pp->lastcursector = pp->cursector;
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z = pp->int_ppos().Z + Z(10);
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@ -2553,7 +2553,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
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if (!ret)
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{
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vel = FindDistance2D(pp->vect.X>>8, pp->vect.Y>>8);
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vel = FindDistance2D(pp->_vect.X>>8, pp->_vect.Y>>8);
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if (vel > 13000)
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{
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@ -2583,7 +2583,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
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if (vel > 12000)
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{
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pp->vect.X = pp->vect.Y = pp->ovect.X = pp->ovect.Y = 0;
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pp->_vect.X = pp->_vect.Y = pp->_ovect.X = pp->_ovect.Y = 0;
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}
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}
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}
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@ -2603,7 +2603,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
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if (pp->sop->clipdist)
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{
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Collision coll;
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clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->vect.Y, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, actor->user.coll);
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clipmove(pp->pos, &pp->cursector, pp->_vect.X, pp->_vect.Y, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, actor->user.coll);
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}
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else
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{
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@ -2615,20 +2615,20 @@ void DoPlayerMoveVehicle(PLAYER* pp)
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{
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int vel;
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vel = FindDistance2D(pp->vect.X>>8, pp->vect.Y>>8);
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vel = FindDistance2D(pp->_vect.X>>8, pp->_vect.Y>>8);
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if (vel > 13000)
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{
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VehicleMoveHit(actor);
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pp->slide_vect.X = -pp->vect.X<<1;
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pp->slide_vect.Y = -pp->vect.Y<<1;
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pp->_slide_vect.X = -pp->_vect.X<<1;
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pp->_slide_vect.Y = -pp->_vect.Y<<1;
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if (!(sop->flags & SOBJ_NO_QUAKE))
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SetPlayerQuake(pp);
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}
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if (vel > 12000)
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{
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pp->vect.X = pp->vect.Y = pp->ovect.X = pp->ovect.Y = 0;
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pp->_vect.X = pp->_vect.Y = pp->_ovect.X = pp->_ovect.Y = 0;
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}
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}
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}
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@ -3087,15 +3087,15 @@ void DoPlayerClimb(PLAYER* pp)
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if (Prediction)
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return;
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pp->vect.X += ((pp->input.fvel*synctics*2)<<6);
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||||
pp->vect.Y += ((pp->input.svel*synctics*2)<<6);
|
||||
pp->vect.X = MulScale(pp->vect.X, PLAYER_CLIMB_FRICTION, 16);
|
||||
pp->vect.Y = MulScale(pp->vect.Y, PLAYER_CLIMB_FRICTION, 16);
|
||||
if (abs(pp->vect.X) < 12800 && abs(pp->vect.Y) < 12800)
|
||||
pp->vect.X = pp->vect.Y = 0;
|
||||
pp->_vect.X += ((pp->input.fvel*synctics*2)<<6);
|
||||
pp->_vect.Y += ((pp->input.svel*synctics*2)<<6);
|
||||
pp->_vect.X = MulScale(pp->_vect.X, PLAYER_CLIMB_FRICTION, 16);
|
||||
pp->_vect.Y = MulScale(pp->_vect.Y, PLAYER_CLIMB_FRICTION, 16);
|
||||
if (abs(pp->_vect.X) < 12800 && abs(pp->_vect.Y) < 12800)
|
||||
pp->_vect.X = pp->_vect.Y = 0;
|
||||
|
||||
climbVel = DVector2(pp->vect.X, pp->vect.Y).Length() * (1. / 512) * zinttoworld;
|
||||
dot = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14));
|
||||
climbVel = DVector2(pp->_vect.X, pp->_vect.Y).Length() * (1. / 512) * zinttoworld;
|
||||
dot = DOT_PRODUCT_2D(pp->_vect.X, pp->_vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14));
|
||||
if (dot < 0)
|
||||
climbVel = -climbVel;
|
||||
|
||||
|
@ -3588,7 +3588,7 @@ bool PlayerOnLadder(PLAYER* pp)
|
|||
|
||||
neartag(pp->int_ppos(), pp->cursector, pp->angle.ang.Buildang(), near, 1024 + 768, NTAG_SEARCH_LO_HI);
|
||||
|
||||
dir = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14));
|
||||
dir = DOT_PRODUCT_2D(pp->_vect.X, pp->_vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14));
|
||||
|
||||
if (dir < 0)
|
||||
return false;
|
||||
|
@ -4957,9 +4957,9 @@ void PlayerToRemote(PLAYER* pp)
|
|||
|
||||
pp->remote.pos = pp->pos;
|
||||
|
||||
pp->remote.vect = pp->vect;
|
||||
pp->remote.ovect = pp->ovect;
|
||||
pp->remote.slide_vect = pp->slide_vect;
|
||||
pp->remote._vect = pp->_vect;
|
||||
pp->remote._ovect = pp->_ovect;
|
||||
pp->remote._slide_vect = pp->_slide_vect;
|
||||
}
|
||||
|
||||
void RemoteToPlayer(PLAYER* pp)
|
||||
|
@ -4969,9 +4969,9 @@ void RemoteToPlayer(PLAYER* pp)
|
|||
|
||||
pp->pos = pp->remote.pos;
|
||||
|
||||
pp->vect = pp->remote.vect;
|
||||
pp->ovect = pp->remote.ovect;
|
||||
pp->slide_vect = pp->remote.slide_vect;
|
||||
pp->_vect = pp->remote._vect;
|
||||
pp->_ovect = pp->remote._ovect;
|
||||
pp->_slide_vect = pp->remote._slide_vect;
|
||||
}
|
||||
|
||||
void PlayerRemoteReset(PLAYER* pp, sectortype* sect)
|
||||
|
@ -4983,16 +4983,16 @@ void PlayerRemoteReset(PLAYER* pp, sectortype* sect)
|
|||
pp->pos.XY() = rsp->spr.pos.XY();
|
||||
pp->pos.Z = sect->floorz - PLAYER_HEIGHTF;
|
||||
|
||||
pp->vect = pp->ovect = pp->slide_vect = { 0,0 };
|
||||
pp->_vect = pp->_ovect = pp->_slide_vect = { 0,0 };
|
||||
|
||||
UpdatePlayerSprite(pp);
|
||||
}
|
||||
|
||||
void PlayerRemoteInit(PLAYER* pp)
|
||||
{
|
||||
pp->remote.vect = { 0,0 };
|
||||
pp->remote.ovect = { 0,0 };
|
||||
pp->remote.slide_vect = { 0,0 };
|
||||
pp->remote._vect = { 0,0 };
|
||||
pp->remote._ovect = { 0,0 };
|
||||
pp->remote._slide_vect = { 0,0 };
|
||||
}
|
||||
|
||||
void DoPlayerStopOperate(PLAYER* pp)
|
||||
|
@ -5399,7 +5399,7 @@ void DoPlayerBeginDie(PLAYER* pp)
|
|||
pp->input.actions &= ~SB_CENTERVIEW;
|
||||
|
||||
pp->friction = PLAYER_RUN_FRICTION;
|
||||
pp->slide_vect = { 0,0 };
|
||||
pp->_slide_vect = { 0,0 };
|
||||
pp->p_floor_dist = PLAYER_WADE_FLOOR_DIST;
|
||||
pp->p_ceiling_dist = PLAYER_WADE_CEILING_DIST;
|
||||
ASSERT(pp->DeathType < SIZ(PlayerDeathFunc));
|
||||
|
|
|
@ -394,10 +394,10 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, REMOTE_CONTROL& w,
|
|||
arc("cursectnum", w.cursectp)
|
||||
("lastcursectnum", w.lastcursectp)
|
||||
("pang", w.pang)
|
||||
("xvect", w.vect.X)
|
||||
("yvect", w.vect.Y)
|
||||
("slide_xvect", w.slide_vect.X)
|
||||
("slide_yvect", w.slide_vect.Y)
|
||||
("xvect", w._vect.X)
|
||||
("yvect", w._vect.Y)
|
||||
("slide_xvect", w._slide_vect.X)
|
||||
("slide_yvect", w._slide_vect.Y)
|
||||
("x", w.pos.X)
|
||||
("y", w.pos.Y)
|
||||
("z", w.pos.Z)
|
||||
|
@ -406,8 +406,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, REMOTE_CONTROL& w,
|
|||
}
|
||||
if (arc.isReading())
|
||||
{
|
||||
w.ovect.Y = w.vect.X;
|
||||
w.ovect.Y = w.vect.Y;
|
||||
w._ovect.Y = w._vect.X;
|
||||
w._ovect.Y = w._vect.Y;
|
||||
}
|
||||
return arc;
|
||||
}
|
||||
|
@ -465,11 +465,11 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
|
|||
("siy", w.si.Y)
|
||||
("siz", w.si.Z)
|
||||
("siang", w.siang)
|
||||
("xvect", w.vect.X)
|
||||
("yvect", w.vect.Y)
|
||||
("xvect", w._vect.X)
|
||||
("yvect", w._vect.Y)
|
||||
("friction", w.friction)
|
||||
("slide_xvect", w.slide_vect.X)
|
||||
("slide_yvect", w.slide_vect.Y)
|
||||
("slide_xvect", w._slide_vect.X)
|
||||
("slide_yvect", w._slide_vect.Y)
|
||||
("slide_ang", w.slide_ang)
|
||||
("slide_dec", w.slide_dec)
|
||||
("drive_avel", w.drive_avel)
|
||||
|
@ -576,8 +576,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
|
|||
if (arc.isReading())
|
||||
{
|
||||
w.opos = w.pos;
|
||||
w.ovect.X = w.vect.X;
|
||||
w.ovect.Y = w.vect.Y;
|
||||
w._ovect.X = w._vect.X;
|
||||
w._ovect.Y = w._vect.Y;
|
||||
w.obob_z = w.bob_z;
|
||||
w.input = {};
|
||||
w.lastinput = {};
|
||||
|
|
|
@ -5250,23 +5250,23 @@ int PlayerDamageSlide(PLAYER* pp, int damage, short ang)
|
|||
else if (damage <= 10)
|
||||
{
|
||||
//nudge
|
||||
pp->slide_vect.X = MOVEx(16, ang)<<15;
|
||||
pp->slide_vect.Y = MOVEy(16, ang)<<15;
|
||||
pp->_slide_vect.X = MOVEx(16, ang)<<15;
|
||||
pp->_slide_vect.Y = MOVEy(16, ang)<<15;
|
||||
return true;
|
||||
}
|
||||
else if (damage <= 20)
|
||||
{
|
||||
//bigger nudge
|
||||
pp->slide_vect.X = MOVEx(64, ang)<<15;
|
||||
pp->slide_vect.Y = MOVEy(64, ang)<<15;
|
||||
pp->_slide_vect.X = MOVEx(64, ang)<<15;
|
||||
pp->_slide_vect.Y = MOVEy(64, ang)<<15;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
slide_vel = (damage * 6);
|
||||
|
||||
pp->slide_vect.X = MOVEx(slide_vel, ang)<<15;
|
||||
pp->slide_vect.Y = MOVEy(slide_vel, ang)<<15;
|
||||
pp->_slide_vect.X = MOVEx(slide_vel, ang)<<15;
|
||||
pp->_slide_vect.Y = MOVEy(slide_vel, ang)<<15;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -15877,8 +15877,8 @@ int InitGrenade(PLAYER* pp)
|
|||
if (!auto_aim)
|
||||
{
|
||||
// adjust xvel according to player velocity
|
||||
actorNew->user.change.X += FixedToFloat<18>(pp->vect.X);
|
||||
actorNew->user.change.Y += FixedToFloat<18>(pp->vect.Y);
|
||||
actorNew->user.change.X += FixedToFloat<18>(pp->_vect.X);
|
||||
actorNew->user.change.Y += FixedToFloat<18>(pp->_vect.Y);
|
||||
}
|
||||
|
||||
actorNew->user.Counter2 = true; // Phosphorus Grenade
|
||||
|
@ -15974,14 +15974,14 @@ int InitMine(PLAYER* pp)
|
|||
|
||||
UpdateChange(actorNew, 0.5);
|
||||
|
||||
dot = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14));
|
||||
dot = DOT_PRODUCT_2D(pp->_vect.X, pp->_vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14));
|
||||
|
||||
// don't adjust for strafing
|
||||
if (abs(dot) > 10000)
|
||||
{
|
||||
// adjust xvel according to player velocity
|
||||
actorNew->user.change.X += FixedToFloat<18>(2 * pp->vect.X);
|
||||
actorNew->user.change.Y += FixedToFloat<18>(2 * pp->vect.Y);
|
||||
actorNew->user.change.X += FixedToFloat<18>(2 * pp->_vect.X);
|
||||
actorNew->user.change.Y += FixedToFloat<18>(2 * pp->_vect.Y);
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
|
Loading…
Reference in a new issue