- Clean up all previously annotated angle/yaw checks.

This commit is contained in:
Mitchell Richters 2022-11-27 11:13:43 +11:00 committed by Christoph Oelckers
parent 01d9877c8c
commit aa868232c8
12 changed files with 28 additions and 64 deletions

View file

@ -34,7 +34,6 @@ BEGIN_BLD_NS
static InputPacket gInput;
void UpdatePlayerSpriteAngle(PLAYER* pPlayer);
void doslopetilting(PLAYER* pPlayer, double const scaleAdjust);
//---------------------------------------------------------------------------
@ -69,7 +68,6 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
pPlayer->Angles.processLegacyHelperYaw(scaleAdjust);
pPlayer->Angles.processLegacyHelperPitch(scaleAdjust);
UpdatePlayerSpriteAngle(pPlayer);
}
if (packet)

View file

@ -813,7 +813,7 @@ void playerStart(int nPlayer, int bNewLevel)
GetActorExtents(actor, &top, &bottom);
actor->spr.pos.Z -= bottom - actor->spr.pos.Z;
actor->spr.pal = 11 + (pPlayer->teamId & 3);
actor->spr.Angles.Yaw = pPlayer->Angles.ZzANGLE() = pStartZone->angle; // check me out later.
actor->spr.Angles.Yaw = pStartZone->angle;
actor->spr.type = kDudePlayer1 + nPlayer;
actor->clipdist = pDudeInfo->fClipdist();
actor->spr.flags = 15;
@ -1492,17 +1492,6 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
return -1;
}
//---------------------------------------------------------------------------
//
// Player's sprite angle function, called in ProcessInput() or from gi->GetInput() as required.
//
//---------------------------------------------------------------------------
void UpdatePlayerSpriteAngle(PLAYER* pPlayer)
{
pPlayer->actor->spr.Angles.Yaw = pPlayer->Angles.ZzANGLE(); // check me out later.
}
//---------------------------------------------------------------------------
//
// Player's slope tilting wrapper function function, called in ProcessInput() or from gi->GetInput() as required.
@ -1601,10 +1590,6 @@ void ProcessInput(PLAYER* pPlayer)
pPlayer->Angles.applyYaw(pInput->avel, &pInput->actions);
}
// unconditionally update the player's sprite angle
// in case game is forcing synchronised input.
UpdatePlayerSpriteAngle(pPlayer);
if (!(pInput->actions & SB_JUMP))
pPlayer->cantJump = 0;

View file

@ -362,7 +362,7 @@ void movedummyplayers(void)
{
act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
act->spr.pos.Z = act->sector()->ceilingz + 27;
act->spr.Angles.Yaw = ps[p].Angles.ZzANGLE(); // check me out later.
act->spr.Angles.Yaw = ps[p].GetActor()->spr.Angles.Yaw;
if (act->temp_data[0] == 8)
act->temp_data[0] = 0;
else act->temp_data[0]++;
@ -465,7 +465,6 @@ void moveplayers(void)
p->Angles.addYaw(deltaangle(p->Angles.ZzANGLE(), (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5);
}
}
act->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
}
}
else
@ -499,13 +498,11 @@ void moveplayers(void)
if (act->spr.extra < 8)
{
act->vel.X = 8;
act->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
act->spr.extra++;
ssp(act, CLIPMASK0);
}
else
{
act->spr.Angles.Yaw = DAngle360 - minAngle - p->Angles.ZzANGLE(); // check me out later.
SetActor(act, act->spr.pos);
}
}
@ -811,7 +808,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
if (actor->spr.pal == 12)
actor->vel.X = 10.25;
else actor->vel.X = 8.75;
actor->spr.Angles.Yaw = ps[p].Angles.ZzANGLE(); // check me out later.
actor->spr.Angles.Yaw = ps[p].GetActor()->spr.Angles.Yaw;
ps[p].toggle_key_flag = 2;
}
}

View file

@ -1334,7 +1334,7 @@ void movetransports_d(void)
ps[k].GetActor()->spr.extra = 0;
}
ps[p].Angles.ZzANGLE() = Owner->spr.Angles.Yaw; // check me out later.
ps[p].Angles.setYaw(Owner->spr.Angles.Yaw, true);
if (Owner->GetOwner() != Owner)
{
@ -1685,7 +1685,7 @@ static void greenslime(DDukeActor *actor)
SetActor(actor, actor->spr.pos);
actor->spr.Angles.Yaw = ps[p].Angles.ZzANGLE(); // check me out later.
actor->spr.Angles.Yaw = ps[p].GetActor()->spr.Angles.Yaw;
if ((PlayerInput(p, SB_FIRE) || (ps[p].quick_kick > 0)) && ps[p].GetActor()->spr.extra > 0)
if (ps[p].quick_kick > 0 || (ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0))

View file

@ -1222,7 +1222,7 @@ void movetransports_r(void)
ps[k].GetActor()->spr.extra = 0;
}
ps[p].Angles.ZzANGLE() = Owner->spr.Angles.Yaw; // check me out later.
ps[p].Angles.setYaw(Owner->spr.Angles.Yaw, true);
if (Owner->GetOwner() != Owner)
{
@ -1945,7 +1945,7 @@ void rr_specialstats()
{
if (act2->spr.picnum == RRTELEPORTDEST)
{
ps[p].Angles.ZzANGLE() = act2->spr.Angles.Yaw; // check me out later.
ps[p].Angles.setYaw(act2->spr.Angles.Yaw, true);
ps[p].GetActor()->spr.pos = act2->spr.pos.plusZ(-36 + gs.playerheight);
ps[p].GetActor()->backuppos();
ps[p].setbobpos();

View file

@ -2833,7 +2833,7 @@ int ParseState::parse(void)
case concmd_ifangdiffl:
{
insptr++;
auto ang = absangle(ps[g_p].Angles.ZzANGLE(), g_ac->spr.Angles.Yaw); // check me out later.
auto ang = absangle(ps[g_p].GetActor()->spr.Angles.Yaw, g_ac->spr.Angles.Yaw);
parseifelse( ang <= mapangle(*insptr));
break;
}

View file

@ -843,7 +843,6 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
p->Angles.processLegacyHelperYaw(scaleAdjust);
p->Angles.processLegacyHelperPitch(scaleAdjust);
p->GetActor()->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
}
if (packet)

View file

@ -294,7 +294,7 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
if (splash)
{
splash->spr.pos.XY() = hit.hitpos.XY();
splash->spr.Angles.Yaw = ps[p].Angles.ZzANGLE(); // check me out later. // Total tweek
splash->spr.Angles.Yaw = ps[p].GetActor()->spr.Angles.Yaw;
splash->vel.X = 2;
ssp(actor, CLIPMASK0);
splash->vel.X = 0;

View file

@ -185,7 +185,7 @@ static void shootmelee(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int a
if (splash)
{
splash->spr.pos.XY() = hit.hitpos.XY();
splash->spr.Angles.Yaw = ps[p].Angles.ZzANGLE(); // check me out later. // Total tweek
splash->spr.Angles.Yaw = ps[p].GetActor()->spr.Angles.Yaw;
splash->vel.X = 2;
ssp(actor, 0);
splash->vel.X = 0;
@ -1467,7 +1467,7 @@ void checkweapons_r(player_struct* p)
auto j = spawn(p->GetActor(), 7220);
if (j)
{
j->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
j->spr.Angles.Yaw = p->GetActor()->spr.Angles.Yaw;
j->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
}
p->OnMotorcycle = 0;
@ -1486,7 +1486,7 @@ void checkweapons_r(player_struct* p)
auto j = spawn(p->GetActor(), 7233);
if (j)
{
j->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
j->spr.Angles.Yaw = p->GetActor()->spr.Angles.Yaw;
j->saved_ammo = p->ammo_amount[BOAT_WEAPON];
}
p->OnBoat = 0;
@ -3949,7 +3949,7 @@ void OnMotorcycle(player_struct *p, DDukeActor* motosprite)
if (motosprite)
{
p->GetActor()->spr.pos.XY() = motosprite->spr.pos.XY();
p->Angles.ZzANGLE() = motosprite->spr.Angles.Yaw; // check me out later.
p->Angles.setYaw(motosprite->spr.Angles.Yaw, true);
p->ammo_amount[MOTORCYCLE_WEAPON] = motosprite->saved_ammo;
motosprite->Destroy();
}
@ -4004,7 +4004,7 @@ void OffMotorcycle(player_struct *p)
auto spawned = spawn(p->GetActor(), EMPTYBIKE);
if (spawned)
{
spawned->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
spawned->spr.Angles.Yaw = p->GetActor()->spr.Angles.Yaw;
spawned->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
}
}
@ -4023,7 +4023,7 @@ void OnBoat(player_struct *p, DDukeActor* boat)
if (boat)
{
p->GetActor()->spr.pos.XY() = boat->spr.pos.XY();
p->Angles.ZzANGLE() = boat->spr.Angles.Yaw; // check me out later.
p->Angles.setYaw(boat->spr.Angles.Yaw, true);
p->ammo_amount[BOAT_WEAPON] = boat->saved_ammo;
boat->Destroy();
}
@ -4065,7 +4065,7 @@ void OffBoat(player_struct *p)
auto spawned = spawn(p->GetActor(), EMPTYBOAT);
if (spawned)
{
spawned->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
spawned->spr.Angles.Yaw = p->GetActor()->spr.Angles.Yaw;
spawned->saved_ammo = p->ammo_amount[BOAT_WEAPON];
}
}

View file

@ -665,8 +665,7 @@ static void pickupMessage(int no)
void UpdatePlayerSpriteAngle(Player* pPlayer)
{
inita = pPlayer->Angles.ZzANGLE();
if (pPlayer->pActor) pPlayer->pActor->spr.Angles.Yaw = inita;
if (pPlayer->pActor) inita = pPlayer->pActor->spr.Angles.Yaw;
}
//---------------------------------------------------------------------------

View file

@ -1508,16 +1508,12 @@ void DoPlayerJumpHeight(PLAYER* pp)
void UpdatePlayerSpriteAngle(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
plActor->backupang();
plActor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
plActor = pp->PlayerUnderActor;
DSWActor* plActor = pp->PlayerUnderActor;
if (!Prediction && plActor)
{
plActor->backupang();
plActor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
plActor->spr.Angles.Yaw = pp->actor->spr.Angles.Yaw;
}
}
@ -1557,11 +1553,10 @@ void DoPlayerTurnVehicle(PLAYER* pp, float avel, double zz, double floordist)
if (avel != 0)
{
auto sum = pp->Angles.ZzANGLE() + DAngle::fromDeg(avel);
auto sum = pp->actor->spr.Angles.Yaw + DAngle::fromDeg(avel);
if (MultiClipTurn(pp, sum, zz, floordist))
{
pp->Angles.ZzANGLE() = sum;
pp->actor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
pp->actor->spr.Angles.Yaw = sum;
}
}
}
@ -1591,11 +1586,10 @@ void DoPlayerTurnVehicleRect(PLAYER* pp, DVector2* pos, DVector2* opos)
if (avel != 0)
{
auto sum = pp->Angles.ZzANGLE() + DAngle::fromDeg(avel);
auto sum = pp->actor->spr.Angles.Yaw + DAngle::fromDeg(avel);
if (RectClipTurn(pp, sum, pos, opos))
{
pp->Angles.ZzANGLE() = sum;
pp->actor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
pp->actor->spr.Angles.Yaw = sum;
}
}
}
@ -1625,7 +1619,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel)
if (fabs(avel) >= FLT_EPSILON)
{
new_ang = pp->Angles.ZzANGLE() + DAngle::fromDeg(avel);
new_ang = pp->actor->spr.Angles.Yaw + DAngle::fromDeg(avel);
if (sop->limit_ang_center >= nullAngle)
{
@ -1640,8 +1634,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel)
}
}
pp->Angles.ZzANGLE() = new_ang;
pp->actor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
pp->actor->spr.Angles.Yaw = new_ang;
}
OperateSectorObject(pp->sop, pp->Angles.ZzANGLE(), pp->sop->pmid);
@ -1850,7 +1843,6 @@ void UpdatePlayerSprite(PLAYER* pp)
if (pp->Flags & (PF_DEAD))
{
ChangeActorSect(pp->actor, pp->cursector);
actor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
UpdatePlayerUnderSprite(pp);
return;
}
@ -1895,8 +1887,6 @@ void UpdatePlayerSprite(PLAYER* pp)
ChangeActorSect(pp->actor, pp->cursector);
UpdatePlayerUnderSprite(pp);
actor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
}
//---------------------------------------------------------------------------
@ -5333,10 +5323,7 @@ void DoPlayerStopOperate(PLAYER* pp)
if (pp->sop_remote)
{
DSWActor* rsp = pp->remoteActor;
if (TEST_BOOL1(rsp))
pp->Angles.ZzANGLE() = pp->Angles.ZzOLDANGLE() = rsp->spr.Angles.Yaw; // check me out later.
else
pp->Angles.ZzANGLE() = pp->Angles.ZzOLDANGLE() = (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle();
pp->Angles.setYaw(rsp && TEST_BOOL1(rsp) ? rsp->spr.Angles.Yaw : (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle(), true);
}
if (pp->sop_control)
@ -6004,7 +5991,6 @@ void DoPlayerDeathCheckKeys(PLAYER* pp)
plActor->spr.picnum = plActor->user.State->Pic;
plActor->spr.picnum = plActor->user.State->Pic;
plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
plActor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
DoSpawnTeleporterEffect(plActor);
PlaySound(DIGI_TELEPORT, pp, v3df_none);

View file

@ -12201,7 +12201,7 @@ int InitSwordAttack(PLAYER* pp)
bubble = SpawnBubble(pp->actor);
if (bubble != nullptr)
{
bubble->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
bubble->spr.Angles.Yaw = plActor->spr.Angles.Yaw;
auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
@ -12369,7 +12369,7 @@ int InitFistAttack(PLAYER* pp)
bubble = SpawnBubble(pp->actor);
if (bubble != nullptr)
{
bubble->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
bubble->spr.Angles.Yaw = plActor->spr.Angles.Yaw;
auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;