- Rename PlayerAngle::spin to its destined final name.

This commit is contained in:
Mitchell Richters 2022-11-25 16:31:44 +11:00 committed by Christoph Oelckers
parent a42750f37f
commit a061f2baef
6 changed files with 15 additions and 15 deletions

View file

@ -242,31 +242,31 @@ void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const
if (*actions & SB_TURNAROUND) if (*actions & SB_TURNAROUND)
{ {
if (spin == nullAngle) if (YawSpin == nullAngle)
{ {
// currently not spinning, so start a spin // currently not spinning, so start a spin
spin = -DAngle180; YawSpin = -DAngle180;
} }
*actions &= ~SB_TURNAROUND; *actions &= ~SB_TURNAROUND;
} }
if (spin < nullAngle) if (YawSpin < nullAngle)
{ {
// return spin to 0 // return spin to 0
DAngle add = getTicrateScale(!(*actions & SB_CROUCH) ? YAW_SPINSTAND : YAW_SPINCROUCH) * scaleAdjust; DAngle add = getTicrateScale(!(*actions & SB_CROUCH) ? YAW_SPINSTAND : YAW_SPINCROUCH) * scaleAdjust;
spin += add; YawSpin += add;
if (spin > nullAngle) if (YawSpin > nullAngle)
{ {
// Don't overshoot our target. With variable factor this is possible. // Don't overshoot our target. With variable factor this is possible.
add -= spin; add -= YawSpin;
spin = nullAngle; YawSpin = nullAngle;
} }
ZzANGLE += add; ZzANGLE += add;
} }
} }
else else
{ {
spin = nullAngle; YawSpin = nullAngle;
} }
} }
@ -337,7 +337,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl
arc("ang", w.ZzANGLE) arc("ang", w.ZzANGLE)
("lookang", w.ZzLOOKANG) ("lookang", w.ZzLOOKANG)
("rotscrnang", w.ZzROTSCRNANG) ("rotscrnang", w.ZzROTSCRNANG)
("spin", w.spin) ("spin", w.YawSpin)
("inputdisabled", w.inputdisabled) ("inputdisabled", w.inputdisabled)
.EndObject(); .EndObject();

View file

@ -100,7 +100,7 @@ private:
struct PlayerAngle struct PlayerAngle
{ {
DAngle ZzANGLE, ZzOLDANGLE, ZzLOOKANG, ZzOLDLOOKANG, ZzROTSCRNANG, ZzOLDROTSCRNANG, spin; DAngle ZzANGLE, ZzOLDANGLE, ZzLOOKANG, ZzOLDLOOKANG, ZzROTSCRNANG, ZzOLDROTSCRNANG, YawSpin;
friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def); friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);

View file

@ -829,7 +829,7 @@ void playerStart(int nPlayer, int bNewLevel)
pPlayer->restTime = 0; pPlayer->restTime = 0;
pPlayer->kickPower = 0; pPlayer->kickPower = 0;
pPlayer->laughCount = 0; pPlayer->laughCount = 0;
pPlayer->angle.spin = nullAngle; pPlayer->angle.YawSpin = nullAngle;
pPlayer->posture = 0; pPlayer->posture = 0;
pPlayer->voodooTarget = nullptr; pPlayer->voodooTarget = nullptr;
pPlayer->voodooTargets = 0; pPlayer->voodooTargets = 0;

View file

@ -650,8 +650,8 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
break; break;
case PLAYER_ONE_EIGHTY_COUNT: case PLAYER_ONE_EIGHTY_COUNT:
if (bSet) ps[iPlayer].angle.spin = mapangle(lValue); if (bSet) ps[iPlayer].angle.YawSpin = mapangle(lValue);
else SetGameVarID(lVar2, ps[iPlayer].angle.spin.Buildang(), sActor, sPlayer); else SetGameVarID(lVar2, ps[iPlayer].angle.YawSpin.Buildang(), sActor, sPlayer);
break; break;
case PLAYER_CHEAT_PHASE: case PLAYER_CHEAT_PHASE:

View file

@ -476,7 +476,7 @@ void hud_input(int plnum)
} }
} }
if (PlayerInput(plnum, SB_TURNAROUND) && p->angle.spin == nullAngle && p->on_crane == nullptr) if (PlayerInput(plnum, SB_TURNAROUND) && p->angle.YawSpin == nullAngle && p->on_crane == nullptr)
{ {
SetGameVarID(g_iReturnVarID, 0, nullptr, plnum); SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
OnEvent(EVENT_TURNAROUND, plnum, nullptr, -1); OnEvent(EVENT_TURNAROUND, plnum, nullptr, -1);

View file

@ -161,7 +161,7 @@ void resetplayerstats(int snum)
p->fric.X = 0; p->fric.X = 0;
p->fric.Y = 0; p->fric.Y = 0;
p->somethingonplayer = nullptr; p->somethingonplayer = nullptr;
p->angle.spin = nullAngle; p->angle.YawSpin = nullAngle;
p->on_crane = nullptr; p->on_crane = nullptr;