From aa868232c8dd87d89218f6b157b90f0db4061396 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Sun, 27 Nov 2022 11:13:43 +1100 Subject: [PATCH] - Clean up all previously annotated angle/yaw checks. --- source/games/blood/src/controls.cpp | 2 -- source/games/blood/src/player.cpp | 17 +-------------- source/games/duke/src/actors.cpp | 7 ++----- source/games/duke/src/actors_d.cpp | 4 ++-- source/games/duke/src/actors_r.cpp | 4 ++-- source/games/duke/src/gameexec.cpp | 2 +- source/games/duke/src/input.cpp | 1 - source/games/duke/src/player_d.cpp | 2 +- source/games/duke/src/player_r.cpp | 14 ++++++------- source/games/exhumed/src/player.cpp | 3 +-- source/games/sw/src/player.cpp | 32 ++++++++--------------------- source/games/sw/src/weapon.cpp | 4 ++-- 12 files changed, 28 insertions(+), 64 deletions(-) diff --git a/source/games/blood/src/controls.cpp b/source/games/blood/src/controls.cpp index 5712ab261..2d483b8be 100644 --- a/source/games/blood/src/controls.cpp +++ b/source/games/blood/src/controls.cpp @@ -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) diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index aa2e432c2..f93594bc8 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -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; diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index 0efb51e67..914f775f8 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -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; } } diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index d642190c4..cc1449c61 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -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)) diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index 348461074..a594ebc14 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -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(); diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index 3dcf9a347..79c099288 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -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; } diff --git a/source/games/duke/src/input.cpp b/source/games/duke/src/input.cpp index b6225f698..36e9dad59 100644 --- a/source/games/duke/src/input.cpp +++ b/source/games/duke/src/input.cpp @@ -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) diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 5ec4e299f..14f57ee08 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -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; diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index ff99c653b..af159bdad 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -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]; } } diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index a36070179..d5bbea211 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -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; } //--------------------------------------------------------------------------- diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 19c364bbd..6ff5e9fe0 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -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); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 849c35960..57ce076aa 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -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;