From ab3e7df1b91bafcb938e3f2d3ec98a721575c32e Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 31 Aug 2022 00:40:31 +0200 Subject: [PATCH] - use UpdateChangeXY in a few more places --- source/games/sw/src/jweapon.cpp | 15 +++++---------- source/games/sw/src/sprite.cpp | 3 +-- source/games/sw/src/weapon.cpp | 15 +++++---------- 3 files changed, 11 insertions(+), 22 deletions(-) diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 53aa1d563..c00d384fd 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -1281,8 +1281,7 @@ int PlayerInitChemBomb(PLAYER* pp) plActor->spr.clipdist = uint8_t(oclipdist); actorNew->spr.clipdist = 80L >> 2; - actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); - actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); + UpdateChangeXY(actorNew); actorNew->user.change.Z = actorNew->spr.zvel >> 1; // adjust xvel according to player velocity @@ -1322,8 +1321,7 @@ int InitSpriteChemBomb(DSWActor* actor) actorNew->spr.clipdist = 80L >> 2; - actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); - actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); + UpdateChangeXY(actorNew); actorNew->user.change.Z = actorNew->spr.zvel >> 1; // Smoke will come out for this many seconds @@ -1639,8 +1637,7 @@ int PlayerInitCaltrops(PLAYER* pp) plActor->spr.clipdist = uint8_t(oclipdist); actorNew->spr.clipdist = 80L >> 2; - actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); - actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); + UpdateChangeXY(actorNew); actorNew->user.change.Z = actorNew->spr.zvel >> 1; // adjust xvel according to player velocity @@ -1717,8 +1714,7 @@ int InitPhosphorus(DSWActor* actor) actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT); - actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); - actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); + UpdateChangeXY(actorNew); actorNew->user.change.Z = (actorNew->spr.zvel >> 1); return 0; @@ -2198,8 +2194,7 @@ int SpawnShell(DSWActor* actor, int ShellNum) actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.Flags &= ~(SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce - actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); - actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); + UpdateChangeXY(actorNew); actorNew->user.change.Z = actorNew->spr.zvel; actorNew->user.jump_speed = 200; diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index dc802ebc2..d7ae792f8 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -3497,8 +3497,7 @@ void SetupItemForJump(DSWActor* spawner, DSWActor* actor) actor->spr.xvel = (int)SP_TAG7(spawner)<<2; actor->spr.zvel = -(((int)SP_TAG8(spawner))<<5); - actor->user.change.X = MOVEx(actor->spr.xvel, actor->int_ang()); - actor->user.change.Y = MOVEy(actor->spr.xvel, actor->int_ang()); + UpdateChangeXY(actor); actor->user.change.Z = actor->spr.zvel; } } diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index c828b8235..4521e9893 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -11027,8 +11027,7 @@ bool MissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist) actor->spr.zvel = short((actor->spr.zvel*6) / MISSILEMOVETICS); // some Weapon Animators use this - actor->user.change.X = MOVEx(actor->spr.xvel, actor->int_ang()); - actor->user.change.Y = MOVEy(actor->spr.xvel, actor->int_ang()); + UpdateChangeXY(actor); actor->user.change.Z = actor->spr.zvel; actor->user.Flags |= (SPR_SET_POS_DONT_KILL); @@ -11068,8 +11067,7 @@ bool TestMissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist, int zvel) zvel = short((zvel*6) / MISSILEMOVETICS); // some Weapon Animators use this - actor->user.change.X = MOVEx(actor->spr.xvel, actor->int_ang()); - actor->user.change.Y = MOVEy(actor->spr.xvel, actor->int_ang()); + UpdateChangeXY(actor); actor->user.change.Z = zvel; actor->user.Flags |= (SPR_SET_POS_DONT_KILL); @@ -11580,8 +11578,7 @@ void InitSpellNapalm(PLAYER* pp) actor->set_int_ang(NORM_ANGLE(actor->int_ang() - mp[i].ang)); } - actor->user.change.X = MOVEx(actor->spr.xvel, actor->int_ang()); - actor->user.change.Y = MOVEy(actor->spr.xvel, actor->int_ang()); + UpdateChangeXY(actor); actor->user.change.Z = actor->spr.zvel; if (MissileSetPos(actor, DoNapalm, mp[i].dist_out)) @@ -12635,8 +12632,7 @@ int InitStar(PLAYER* pp) // move the same as middle star zvel = actorNew->user.change.Z; - actorNew2->user.change.X = MOVEx(actorNew2->spr.xvel, actorNew2->int_ang()); - actorNew2->user.change.Y = MOVEy(actorNew2->spr.xvel, actorNew2->int_ang()); + UpdateChangeXY(actorNew2); actorNew2->user.change.Z = zvel; actorNew2->backuppos(); @@ -16960,8 +16956,7 @@ int SpawnVehicleSmoke(DSWActor* actor) actorNew->spr.angle = RANDOM_ANGLE(); actorNew->spr.xvel = RANDOM_P2(32); - actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); - actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); + UpdateChangeXY(actorNew); actorNew->spr.zvel = Z(4) + RANDOM_P2(Z(4)); return false;