- SW: Replace PLAYERstruct oposy with opos.Y calls.

This commit is contained in:
Mitchell Richters 2021-12-22 22:52:32 +11:00 committed by Christoph Oelckers
parent ae50767c70
commit a2f2cc489a
8 changed files with 18 additions and 18 deletions

View file

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