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- added wrappers, part 2
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d4a0972733
commit
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5 changed files with 16 additions and 19 deletions
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@ -1507,7 +1507,6 @@ struct SECTOR_OBJECT
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int int_i_ang_tgt() const { return __i_ang_tgt; }
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int int_i_ang_orig() const { return __i_ang_orig; }
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int int_i_last_ang() const { return __i_last_ang; }
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int int_i_old_ang() const { return __i_old_ang; }
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int int_i_spin_ang() const { return __i_spin_ang; }
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int int_i_spin_speed() const { return __i_spin_speed; }
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@ -1518,7 +1517,6 @@ struct SECTOR_OBJECT
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__i_ang_tgt, // target angle
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__i_ang_orig, // original angle
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__i_last_ang, // last angle before started spinning
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__i_old_ang, // holding variable for the old angle
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__i_spin_speed, // spin_speed
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__i_spin_ang, // spin angle
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turn_speed, // shift value determines how fast SO turns to match new angle
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@ -250,7 +250,7 @@ short RectClipTurn(PLAYER* pp, DAngle new_angl, DVector2* qpos, DVector2* opos)
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DAngle rot_angl;
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int point_num;
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rot_angl = new_angl + DAngle::fromBuild(sop->__i_spin_ang - sop->int_i_ang_orig());
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rot_angl = new_angl + DAngle::fromBuild(sop->int_i_spin_ang() - sop->int_i_ang_orig());
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for (i = 0; i < 4; i++)
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{
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xy[i] = rotatepoint(pp->pos.XY(), opos[i], rot_angl);
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@ -665,7 +665,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w,
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("ang_tgt", w.__i_ang_tgt, def->__i_ang_tgt)
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("ang_orig", w.__i_ang_orig, def->__i_ang_orig)
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("last_ang", w.__i_last_ang, def->__i_last_ang)
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("old_ang", w.__i_old_ang, def->__i_old_ang)
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("spin_speed", w.__i_spin_speed, def->__i_spin_speed)
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("spin_ang", w.__i_spin_ang, def->__i_spin_ang)
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("turn_speed", w.turn_speed, def->turn_speed)
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@ -1663,7 +1663,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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sop = &SectorObject[so_num];
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sop->__i_ang_tgt = NORM_ANGLE(sop->__i_ang_tgt + 512);
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sop->__i_ang_tgt = NORM_ANGLE(sop->int_i_ang_tgt() + 512);
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PlaySound(DIGI_BIGSWITCH, actor, v3df_none);
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@ -1817,13 +1817,13 @@ void RefreshPoints(SECTOR_OBJECT* sop, const DVector2& move, bool dynamic)
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{
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// same as below - ignore the objects angle
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// last_ang is the last true angle before SO started spinning
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delta_ang_from_orig = NORM_ANGLE(sop->__i_last_ang + sop->__i_spin_ang - sop->int_i_ang_orig());
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delta_ang_from_orig = NORM_ANGLE(sop->int_i_last_ang() + sop->int_i_spin_ang() - sop->int_i_ang_orig());
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}
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else
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{
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// angle traveling + the new spin angle all offset from the original
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// angle
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delta_ang_from_orig = NORM_ANGLE(sop->int_i_ang() + sop->__i_spin_ang - sop->int_i_ang_orig());
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delta_ang_from_orig = NORM_ANGLE(sop->int_i_ang() + sop->int_i_spin_ang() - sop->int_i_ang_orig());
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}
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// Note that this delta angle is from the original angle
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@ -2126,7 +2126,7 @@ void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics)
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npos = DoTrack(sop, locktics);
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// get delta to target angle
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delta_ang = getincangle(sop->int_i_ang(), sop->__i_ang_tgt);
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delta_ang = getincangle(sop->int_i_ang(), sop->int_i_ang_tgt());
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sop->__i_ang = NORM_ANGLE(sop->int_i_ang() + (delta_ang >> sop->turn_speed));
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delta_ang = delta_ang >> sop->turn_speed;
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@ -2135,11 +2135,11 @@ void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics)
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MoveZ(sop);
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// calculate the spin speed
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speed = sop->__i_spin_speed * locktics;
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speed = sop->int_i_spin_speed() * locktics;
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// spin_ang is incremented by the spin_speed
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sop->__i_spin_ang = NORM_ANGLE(sop->__i_spin_ang + speed);
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sop->__i_spin_ang = NORM_ANGLE(sop->int_i_spin_ang() + speed);
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if (sop->__i_spin_speed)
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if (sop->int_i_spin_speed())
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{
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// ignore delta angle if spinning
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GlobSpeedSO = DAngle::fromBuild(speed);
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@ -2160,7 +2160,7 @@ void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics)
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// Update the points so there will be no warping
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if ((sop->flags & (SOBJ_UPDATE|SOBJ_UPDATE_ONCE)) ||
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sop->vel ||
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(sop->int_i_ang() != sop->__i_ang_tgt) ||
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(sop->int_i_ang() != sop->int_i_ang_tgt()) ||
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GlobSpeedSO.Degrees())
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{
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sop->flags &= ~(SOBJ_UPDATE_ONCE);
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@ -2493,8 +2493,8 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics)
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if (sop->vel && !(sop->flags & SOBJ_MOVE_VERTICAL))
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{
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DVector2 n;
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n.X = (((sop->vel) >> 8) * locktics * bcos(sop->__i_ang_moving) >> 14) * inttoworld;
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n.Y = (((sop->vel) >> 8) * locktics * bsin(sop->__i_ang_moving) >> 14) * inttoworld;
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n.X = (((sop->vel) >> 8) * locktics * bcos(sop->int_i_ang_moving()) >> 14) * inttoworld;
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n.Y = (((sop->vel) >> 8) * locktics * bsin(sop->int_i_ang_moving()) >> 14) * inttoworld;
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sop->target_dist -= n.Length();
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return n;
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@ -2598,7 +2598,7 @@ void TornadoSpin(SECTOR_OBJECT* sop)
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short locktics = synctics;
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// get delta to target angle
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delta_ang = getincangle(sop->int_i_ang(), sop->__i_ang_tgt);
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delta_ang = getincangle(sop->int_i_ang(), sop->int_i_ang_tgt());
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sop->__i_ang = NORM_ANGLE(sop->int_i_ang() + (delta_ang >> sop->turn_speed));
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delta_ang = delta_ang >> sop->turn_speed;
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@ -2607,11 +2607,11 @@ void TornadoSpin(SECTOR_OBJECT* sop)
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MoveZ(sop);
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// calculate the spin speed
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speed = sop->__i_spin_speed * locktics;
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speed = sop->int_i_spin_speed() * locktics;
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// spin_ang is incremented by the spin_speed
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sop->__i_spin_ang = NORM_ANGLE(sop->__i_spin_ang + speed);
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sop->__i_spin_ang = NORM_ANGLE(sop->int_i_spin_ang() + speed);
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if (sop->__i_spin_speed)
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if (sop->int_i_spin_speed())
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{
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// ignore delta angle if spinning
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GlobSpeedSO = DAngle::fromBuild(speed);
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@ -2720,7 +2720,7 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop)
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sop->__i_ang_tgt = getangle(actor->user.targetActor->spr.pos - sop->pmid);
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// get delta to target angle
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delta_ang = getincangle(sop->int_i_ang(), sop->__i_ang_tgt);
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delta_ang = getincangle(sop->int_i_ang(), sop->int_i_ang_tgt());
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//sop->__i_ang += delta_ang >> 4;
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sop->__i_ang = NORM_ANGLE(sop->int_i_ang() + (delta_ang >> 3));
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