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- SW: Replace PLAYERstruct
oposy
with opos.Y
calls.
This commit is contained in:
parent
ae50767c70
commit
a2f2cc489a
8 changed files with 18 additions and 18 deletions
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@ -1281,7 +1281,7 @@ void DoPlayerTeleportToSprite(PLAYERp pp, vec3_t* sp, int ang)
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{
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pp->angle.ang = pp->angle.oang = buildang(ang);
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pp->pos.X = pp->opos.X = pp->oldposx = sp->X;
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pp->pos.Y = pp->oposy = pp->oldposy = sp->Y;
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pp->pos.Y = pp->opos.Y = pp->oldposy = sp->Y;
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//getzsofslopeptr(sp->sector(), pp->posx, pp->posy, &cz, &fz);
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//pp->posz = pp->oposz = fz - PLAYER_HEIGHT;
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@ -1295,7 +1295,7 @@ void DoPlayerTeleportToSprite(PLAYERp pp, vec3_t* sp, int ang)
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void DoPlayerTeleportToOffset(PLAYERp pp)
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{
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pp->opos.X = pp->oldposx = pp->pos.X;
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pp->oposy = pp->oldposy = pp->pos.Y;
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pp->opos.Y = pp->oldposy = pp->pos.Y;
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updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
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SET(pp->Flags2, PF2_TELEPORTED);
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@ -2082,7 +2082,7 @@ void DoPlayerMove(PLAYERp pp)
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if (interpolate_ride)
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{
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->opos.Y = pp->pos.Y;
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}
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pp->pos.X += pp->xvect >> 14;
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pp->pos.Y += pp->yvect >> 14;
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@ -2109,7 +2109,7 @@ void DoPlayerMove(PLAYERp pp)
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if (interpolate_ride)
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{
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->opos.Y = pp->pos.Y;
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}
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auto save_cstat = sp->cstat;
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@ -3604,7 +3604,7 @@ void PlayerWarpUpdatePos(PLAYERp pp)
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return;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->opos.Y = pp->pos.Y;
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pp->oposz = pp->pos.Z;
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DoPlayerZrange(pp);
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UpdatePlayerSprite(pp);
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@ -4120,7 +4120,7 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
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pp->pos.Z = under_sp->sector()->ceilingz + Z(6);
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->opos.Y = pp->pos.Y;
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pp->oposz = pp->pos.Z;
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DoPlayerZrange(pp);
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@ -4198,7 +4198,7 @@ void DoPlayerWarpToSurface(PLAYERp pp)
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pp->pos.Z -= Z(pp->WadeDepth);
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->opos.Y = pp->pos.Y;
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pp->oposz = pp->pos.Z;
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return;
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@ -6486,7 +6486,7 @@ void MoveSkipSavePos(void)
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pp = Player + pnum;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->opos.Y = pp->pos.Y;
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pp->oposz = pp->pos.Z;
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pp->obob_z = pp->bob_z;
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pp->angle.backup();
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@ -6826,7 +6826,7 @@ void InitAllPlayers(void)
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for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
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{
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pp->pos.X = pp->opos.X = pfirst->pos.X;
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pp->pos.Y = pp->oposy = pfirst->pos.Y;
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pp->pos.Y = pp->opos.Y = pfirst->pos.Y;
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pp->pos.Z = pp->oposz = pfirst->pos.Z;
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pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
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pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
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@ -6983,7 +6983,7 @@ void PlayerSpawnPosition(PLAYERp pp)
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pp->pos.X = pp->opos.X = sp->pos.X;
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pp->pos.Y = pp->oposy = sp->pos.Y;
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pp->pos.Y = pp->opos.Y = sp->pos.Y;
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pp->pos.Z = pp->oposz = sp->pos.Z;
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pp->angle.ang = pp->angle.oang = buildang(sp->ang);
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pp->setcursector(sp->sector());
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