- SW: Replace PLAYERstruct posy with pos.Y calls.

This commit is contained in:
Mitchell Richters 2021-12-11 17:24:41 +11:00 committed by Christoph Oelckers
parent 3a0ee322ae
commit ae3369d2a3
22 changed files with 161 additions and 161 deletions

View file

@ -1281,23 +1281,23 @@ void DoPlayerTeleportToSprite(PLAYERp pp, vec3_t* sp, int ang)
{
pp->angle.ang = pp->angle.oang = buildang(ang);
pp->pos.X = pp->oposx = pp->oldposx = sp->X;
pp->posy = pp->oposy = pp->oldposy = sp->Y;
pp->pos.Y = pp->oposy = pp->oldposy = sp->Y;
//getzsofslopeptr(sp->sector(), pp->posx, pp->posy, &cz, &fz);
//pp->posz = pp->oposz = fz - PLAYER_HEIGHT;
pp->posz = pp->oposz = sp->Z - PLAYER_HEIGHT;
updatesector(pp->pos.X, pp->posy, &pp->cursector);
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
SET(pp->Flags2, PF2_TELEPORTED);
}
void DoPlayerTeleportToOffset(PLAYERp pp)
{
pp->oposx = pp->oldposx = pp->pos.X;
pp->oposy = pp->oldposy = pp->posy;
pp->oposy = pp->oldposy = pp->pos.Y;
updatesector(pp->pos.X, pp->posy, &pp->cursector);
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
SET(pp->Flags2, PF2_TELEPORTED);
}
@ -1370,7 +1370,7 @@ void DoPlayerWarpTeleporter(PLAYERp pp)
TAG 5 to 8 = random match locations
#endif
if ((act_warp = Warp(&pp->pos.X, &pp->posy, &pp->posz, &pp->cursector)) == nullptr)
if ((act_warp = Warp(&pp->pos.X, &pp->pos.Y, &pp->posz, &pp->cursector)) == nullptr)
{
return;
}
@ -1622,7 +1622,7 @@ void DoPlayerBob(PLAYERp pp)
dist = 0;
dist = Distance(pp->pos.X, pp->posy, pp->oldposx, pp->oldposy);
dist = Distance(pp->pos.X, pp->pos.Y, pp->oldposx, pp->oldposy);
if (dist > 512)
dist = 0;
@ -1772,7 +1772,7 @@ void UpdatePlayerSprite(PLAYERp pp)
// Update sprite representation of player
sp->pos.X = pp->pos.X;
sp->pos.Y = pp->posy;
sp->pos.Y = pp->pos.Y;
// there are multiple death functions
if (TEST(pp->Flags, PF_DEAD))
@ -1967,7 +1967,7 @@ void PlayerCheckValidMove(PLAYERp pp)
static int count = 0;
pp->pos.X = pp->oldposx;
pp->posy = pp->oldposy;
pp->pos.Y = pp->oldposy;
pp->posz = pp->oldposz;
pp->cursector = pp->lastcursector;
@ -1995,7 +1995,7 @@ void PlayerSectorBound(PLAYERp pp, int amt)
// called from DoPlayerMove() but can be called
// from anywhere it is needed
getzsofslopeptr(pp->cursector, pp->pos.X, pp->posy, &cz, &fz);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
if (pp->posz > fz - amt)
pp->posz = fz - amt;
@ -2032,7 +2032,7 @@ void DoPlayerMove(PLAYERp pp)
}
pp->oldposx = pp->pos.X;
pp->oldposy = pp->posy;
pp->oldposy = pp->pos.Y;
pp->oldposz = pp->posz;
pp->lastcursector = pp->cursector;
@ -2082,11 +2082,11 @@ void DoPlayerMove(PLAYERp pp)
if (interpolate_ride)
{
pp->oposx = pp->pos.X;
pp->oposy = pp->posy;
pp->oposy = pp->pos.Y;
}
pp->pos.X += pp->xvect >> 14;
pp->posy += pp->yvect >> 14;
updatesector(pp->pos.X, pp->posy, &sect);
pp->pos.Y += pp->yvect >> 14;
updatesector(pp->pos.X, pp->pos.Y, &sect);
if (sect != nullptr)
pp->cursector = sect;
}
@ -2109,13 +2109,13 @@ void DoPlayerMove(PLAYERp pp)
if (interpolate_ride)
{
pp->oposx = pp->pos.X;
pp->oposy = pp->posy;
pp->oposy = pp->pos.Y;
}
auto save_cstat = sp->cstat;
RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
Collision coll;
updatesector(pp->pos.X, pp->posy, &pp->cursector);
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
clipmove(pp->pos, &pp->cursector, pp->xvect, pp->yvect, ((int)sp->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll);
sp->cstat = save_cstat;
@ -2143,7 +2143,7 @@ void DoPlayerMove(PLAYERp pp)
}
// check for warp - probably can remove from CeilingHit
if (WarpPlane(&pp->pos.X, &pp->posy, &pp->posz, &pp->cursector))
if (WarpPlane(&pp->pos.X, &pp->pos.Y, &pp->posz, &pp->cursector))
{
PlayerWarpUpdatePos(pp);
}
@ -2193,21 +2193,21 @@ void DoPlayerSectorUpdatePreMove(PLAYERp pp)
if (TEST(pp->cursector->extra, SECTFX_DYNAMIC_AREA))
{
updatesectorz(pp->pos.X, pp->posy, pp->posz, &sect);
updatesectorz(pp->pos.X, pp->pos.Y, pp->posz, &sect);
if (sect == nullptr)
{
sect = pp->cursector;
updatesector(pp->pos.X, pp->posy, &sect);
updatesector(pp->pos.X, pp->pos.Y, &sect);
}
ASSERT(sect);
}
else if (FAF_ConnectArea(sect))
{
updatesectorz(pp->pos.X, pp->posy, pp->posz, &sect);
updatesectorz(pp->pos.X, pp->pos.Y, pp->posz, &sect);
if (sect == nullptr)
{
sect = pp->cursector;
updatesector(pp->pos.X, pp->posy, &sect);
updatesector(pp->pos.X, pp->pos.Y, &sect);
}
ASSERT(sect);
}
@ -2223,7 +2223,7 @@ void DoPlayerSectorUpdatePostMove(PLAYERp pp)
// need to do updatesectorz if in connect area
if (sect != nullptr && FAF_ConnectArea(sect))
{
updatesectorz(pp->pos.X, pp->posy, pp->posz, &pp->cursector);
updatesectorz(pp->pos.X, pp->pos.Y, pp->posz, &pp->cursector);
// can mess up if below
if (!pp->insector())
@ -2231,7 +2231,7 @@ void DoPlayerSectorUpdatePostMove(PLAYERp pp)
pp->setcursector(sect);
// adjust the posz to be in a sector
getzsofslopeptr(pp->cursector, pp->pos.X, pp->posy, &cz, &fz);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
if (pp->posz > fz)
pp->posz = fz;
@ -2239,7 +2239,7 @@ void DoPlayerSectorUpdatePostMove(PLAYERp pp)
pp->posz = cz;
// try again
updatesectorz(pp->pos.X, pp->posy, pp->posz, &pp->cursector);
updatesectorz(pp->pos.X, pp->pos.Y, pp->posz, &pp->cursector);
}
}
else
@ -2380,16 +2380,16 @@ void SetupDriveCrush(PLAYERp pp, int *x, int *y)
int radius = pp->sop_control->clipdist;
x[0] = pp->pos.X - radius;
y[0] = pp->posy - radius;
y[0] = pp->pos.Y - radius;
x[1] = pp->pos.X + radius;
y[1] = pp->posy - radius;
y[1] = pp->pos.Y - radius;
x[2] = pp->pos.X + radius;
y[2] = pp->posy + radius;
y[2] = pp->pos.Y + radius;
x[3] = pp->pos.X - radius;
y[3] = pp->posy + radius;
y[3] = pp->pos.Y + radius;
}
void DriveCrush(PLAYERp pp, int *x, int *y)
@ -2716,7 +2716,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
RESET(psp->cstat, CSTAT_SPRITE_BLOCK);
if (pp->sop->clipdist)
{
vec3_t clippos = { pp->pos.X, pp->posy, z };
vec3_t clippos = { pp->pos.X, pp->pos.Y, z };
Collision coll;
clipmove(clippos, &pp->cursector, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, u->coll);
@ -2750,7 +2750,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
}
}
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->pos.X, pp->posy);
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->pos.X, pp->pos.Y);
pp->cursector = save_sect; // for speed
if (!SyncInput())
@ -3001,7 +3001,7 @@ void StackedWaterSplash(PLAYERp pp)
auto sect = pp->cursector;
auto psp = &pp->Actor()->s();
updatesectorz(pp->pos.X, pp->posy, SPRITEp_BOS(psp), &sect);
updatesectorz(pp->pos.X, pp->pos.Y, SPRITEp_BOS(psp), &sect);
if (SectorIsUnderwaterArea(sect))
{
@ -3240,15 +3240,15 @@ void DoPlayerClimb(PLAYERp pp)
pp->pos.X = pp->lx;
}
if (pp->posy != pp->ly)
if (pp->pos.Y != pp->ly)
{
if (pp->posy < pp->ly)
pp->posy += ADJ_AMT;
else if (pp->posy > pp->ly)
pp->posy -= ADJ_AMT;
if (pp->pos.Y < pp->ly)
pp->pos.Y += ADJ_AMT;
else if (pp->pos.Y > pp->ly)
pp->pos.Y -= ADJ_AMT;
if (labs(pp->posy - pp->ly) <= ADJ_AMT)
pp->posy = pp->ly;
if (labs(pp->pos.Y - pp->ly) <= ADJ_AMT)
pp->pos.Y = pp->ly;
}
// sprite
@ -3369,11 +3369,11 @@ void DoPlayerClimb(PLAYERp pp)
if (FAF_ConnectArea(pp->cursector))
{
updatesectorz(pp->pos.X, pp->posy, pp->posz, &pp->cursector);
updatesectorz(pp->pos.X, pp->pos.Y, pp->posz, &pp->cursector);
LadderUpdate = true;
}
if (WarpPlane(&pp->pos.X, &pp->posy, &pp->posz, &pp->cursector))
if (WarpPlane(&pp->pos.X, &pp->pos.Y, &pp->posz, &pp->cursector))
{
PlayerWarpUpdatePos(pp);
LadderUpdate = true;
@ -3426,7 +3426,7 @@ int DoPlayerWadeSuperJump(PLAYERp pp)
for (i = 0; i < SIZ(angs); i++)
{
FAFhitscan(pp->pos.X, pp->posy, zh, pp->cursector, // Start position
FAFhitscan(pp->pos.X, pp->pos.Y, zh, pp->cursector, // Start position
bcos(pp->angle.ang.asbuild() + angs[i]), // X vector of 3D ang
bsin(pp->angle.ang.asbuild() + angs[i]), // Y vector of 3D ang
0, hit, CLIPMASK_MISSILE); // Z vector of 3D ang
@ -3437,7 +3437,7 @@ int DoPlayerWadeSuperJump(PLAYERp pp)
if (hit.hitSector != nullptr && labs(hit.hitSector->floorz - pp->posz) < Z(50))
{
if (Distance(pp->pos.X, pp->posy, hit.hitpos.X, hit.hitpos.Y) < ((((int)pp->Actor()->spr.clipdist)<<2) + 256))
if (Distance(pp->pos.X, pp->pos.Y, hit.hitpos.X, hit.hitpos.Y) < ((((int)pp->Actor()->spr.clipdist)<<2) + 256))
return true;
}
}
@ -3604,7 +3604,7 @@ void PlayerWarpUpdatePos(PLAYERp pp)
return;
pp->oposx = pp->pos.X;
pp->oposy = pp->posy;
pp->oposy = pp->pos.Y;
pp->oposz = pp->posz;
DoPlayerZrange(pp);
UpdatePlayerSprite(pp);
@ -3748,13 +3748,13 @@ bool PlayerOnLadder(PLAYERp pp)
if (near.hitWall == nullptr || near.hitpos.X < 100 || near.hitWall->lotag != TAG_WALL_CLIMB)
return false;
FAFhitscan(pp->pos.X, pp->posy, pp->posz, pp->cursector,
FAFhitscan(pp->pos.X, pp->pos.Y, pp->posz, pp->cursector,
bcos(pp->angle.ang.asbuild() + angles[i]),
bsin(pp->angle.ang.asbuild() + angles[i]),
0,
hit, CLIPMASK_MISSILE);
dist = DIST(pp->pos.X, pp->posy, hit.hitpos.X, hit.hitpos.Y);
dist = DIST(pp->pos.X, pp->pos.Y, hit.hitpos.X, hit.hitpos.Y);
if (hit.actor() != nullptr)
{
@ -3870,7 +3870,7 @@ int PlayerCanDiveNoWarp(PLAYERp pp)
{
auto sect = pp->cursector;
updatesectorz(pp->pos.X, pp->posy, SPRITEp_BOS(&pp->Actor()->s()), &sect);
updatesectorz(pp->pos.X, pp->pos.Y, SPRITEp_BOS(&pp->Actor()->s()), &sect);
if (SectorIsUnderwaterArea(sect))
{
@ -4101,16 +4101,16 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
// get the offset from the sprite
u->sx = over_sp->pos.X - pp->pos.X;
u->sy = over_sp->pos.Y - pp->posy;
u->sy = over_sp->pos.Y - pp->pos.Y;
// update to the new x y position
pp->pos.X = under_sp->pos.X - u->sx;
pp->posy = under_sp->pos.Y - u->sy;
pp->pos.Y = under_sp->pos.Y - u->sy;
auto over = over_sp->sector();
auto under = under_sp->sector();
if (GetOverlapSector(pp->pos.X, pp->posy, &over, &under) == 2)
if (GetOverlapSector(pp->pos.X, pp->pos.Y, &over, &under) == 2)
{
pp->setcursector(under);
}
@ -4120,7 +4120,7 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
pp->posz = under_sp->sector()->ceilingz + Z(6);
pp->oposx = pp->pos.X;
pp->oposy = pp->posy;
pp->oposy = pp->pos.Y;
pp->oposz = pp->posz;
DoPlayerZrange(pp);
@ -4175,16 +4175,16 @@ void DoPlayerWarpToSurface(PLAYERp pp)
// get the offset from the under sprite
u->sx = under_sp->pos.X - pp->pos.X;
u->sy = under_sp->pos.Y - pp->posy;
u->sy = under_sp->pos.Y - pp->pos.Y;
// update to the new x y position
pp->pos.X = over_sp->pos.X - u->sx;
pp->posy = over_sp->pos.Y - u->sy;
pp->pos.Y = over_sp->pos.Y - u->sy;
auto over = over_sp->sector();
auto under = under_sp->sector();
if (GetOverlapSector(pp->pos.X, pp->posy, &over, &under))
if (GetOverlapSector(pp->pos.X, pp->pos.Y, &over, &under))
{
pp->setcursector(over);
}
@ -4198,7 +4198,7 @@ void DoPlayerWarpToSurface(PLAYERp pp)
pp->posz -= Z(pp->WadeDepth);
pp->oposx = pp->pos.X;
pp->oposy = pp->posy;
pp->oposy = pp->pos.Y;
pp->oposz = pp->posz;
return;
@ -4492,7 +4492,7 @@ void DoPlayerDive(PLAYERp pp)
auto sect = pp->cursector;
// check for sector above to see if it is an underwater sector also
updatesectorz(pp->pos.X, pp->posy, pp->cursector->ceilingz - Z(8), &sect);
updatesectorz(pp->pos.X, pp->pos.Y, pp->cursector->ceilingz - Z(8), &sect);
if (!SectorIsUnderwaterArea(sect))
{
@ -4991,9 +4991,9 @@ void DoPlayerBeginOperate(PLAYERp pp)
pp->angle.oang = pp->angle.ang = buildang(sop->ang);
pp->pos.X = sop->xmid;
pp->posy = sop->ymid;
updatesector(pp->pos.X, pp->posy, &pp->cursector);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->posy, &cz, &fz);
pp->pos.Y = sop->ymid;
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
pp->posz = fz - PLAYER_HEIGHT;
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
@ -5076,9 +5076,9 @@ void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
pp->angle.oang = pp->angle.ang = buildang(sop->ang);
pp->pos.X = sop->xmid;
pp->posy = sop->ymid;
updatesector(pp->pos.X, pp->posy, &pp->cursector);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->posy, &cz, &fz);
pp->pos.Y = sop->ymid;
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
pp->posz = fz - PLAYER_HEIGHT;
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
@ -5132,7 +5132,7 @@ void PlayerToRemote(PLAYERp pp)
pp->remote.lastcursectp = pp->lastcursector;
pp->remote.posx = pp->pos.X;
pp->remote.posy = pp->posy;
pp->remote.posy = pp->pos.Y;
pp->remote.posz = pp->posz;
pp->remote.xvect = pp->xvect;
@ -5149,7 +5149,7 @@ void RemoteToPlayer(PLAYERp pp)
pp->lastcursector = pp->remote.lastcursectp;
pp->pos.X = pp->remote.posx;
pp->posy = pp->remote.posy;
pp->pos.Y = pp->remote.posy;
pp->posz = pp->remote.posz;
pp->xvect = pp->remote.xvect;
@ -5167,7 +5167,7 @@ void PlayerRemoteReset(PLAYERp pp, sectortype* sect)
auto rsp = &pp->remoteActor->s();
pp->pos.X = rsp->pos.X;
pp->posy = rsp->pos.Y;
pp->pos.Y = rsp->pos.Y;
pp->posz = sect->floorz - PLAYER_HEIGHT;
pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = pp->slide_xvect = pp->slide_yvect = 0;
@ -5199,7 +5199,7 @@ void DoPlayerStopOperate(PLAYERp pp)
if (TEST_BOOL1(rsp))
pp->angle.ang = pp->angle.oang = buildang(rsp->ang);
else
pp->angle.ang = pp->angle.oang = bvectangbam(pp->sop_remote->xmid - pp->pos.X, pp->sop_remote->ymid - pp->posy);
pp->angle.ang = pp->angle.oang = bvectangbam(pp->sop_remote->xmid - pp->pos.X, pp->sop_remote->ymid - pp->pos.Y);
}
if (pp->sop_control)
@ -5797,9 +5797,9 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
{
SPRITEp kp = &pp->KillerActor->s();
if (FAFcansee(kp->pos.X, kp->pos.Y, SPRITEp_TOS(kp), kp->sector(), pp->pos.X, pp->posy, pp->posz, pp->cursector))
if (FAFcansee(kp->pos.X, kp->pos.Y, SPRITEp_TOS(kp), kp->sector(), pp->pos.X, pp->pos.Y, pp->posz, pp->cursector))
{
pp->angle.addadjustment(getincanglebam(pp->angle.ang, bvectangbam(kp->pos.X - pp->pos.X, kp->pos.Y - pp->posy)) >> 4);
pp->angle.addadjustment(getincanglebam(pp->angle.ang, bvectangbam(kp->pos.X - pp->pos.X, kp->pos.Y - pp->pos.Y)) >> 4);
}
}
}
@ -5835,7 +5835,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
sp->xrepeat = sp->yrepeat = PLAYER_NINJA_XREPEAT;
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
sp->pos.X = pp->pos.X;
sp->pos.Y = pp->posy;
sp->pos.Y = pp->pos.Y;
sp->pos.Z = pp->posz+PLAYER_HEIGHT;
sp->ang = pp->angle.ang.asbuild();
@ -6011,24 +6011,24 @@ void DoPlayerDeathMoveHead(PLAYERp pp)
}
pp->pos.X = sp->pos.X;
pp->posy = sp->pos.Y;
pp->pos.Y = sp->pos.Y;
pp->setcursector(sp->sector());
// try to stay in valid area - death sometimes throws you out of the map
auto sect = pp->cursector;
updatesector(pp->pos.X, pp->posy, &sect);
updatesector(pp->pos.X, pp->pos.Y, &sect);
if (sect == nullptr)
{
pp->cursector = pp->lv_sector;
ChangeActorSect(pp->Actor(), pp->lv_sector);
pp->pos.X = sp->pos.X = pp->lv_x;
pp->posy = sp->pos.Y = pp->lv_y;
pp->pos.Y = sp->pos.Y = pp->lv_y;
}
else
{
pp->lv_sector = sect;
pp->lv_x = pp->pos.X;
pp->lv_y = pp->posy;
pp->lv_y = pp->pos.Y;
}
}
@ -6486,7 +6486,7 @@ void MoveSkipSavePos(void)
pp = Player + pnum;
pp->oposx = pp->pos.X;
pp->oposy = pp->posy;
pp->oposy = pp->pos.Y;
pp->oposz = pp->posz;
pp->obob_z = pp->bob_z;
pp->angle.backup();
@ -6755,7 +6755,7 @@ void domovethings(void)
if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex)
{
int deltax = Player[myconnectindex].pos.X - Player[screenpeek].pos.X;
int deltay = Player[myconnectindex].posy - Player[screenpeek].posy;
int deltay = Player[myconnectindex].pos.Y - Player[screenpeek].pos.Y;
Player[screenpeek].angle.settarget(bvectangbam(deltax, deltay));
}
@ -6826,7 +6826,7 @@ void InitAllPlayers(void)
for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
{
pp->pos.X = pp->oposx = pfirst->pos.X;
pp->posy = pp->oposy = pfirst->posy;
pp->pos.Y = pp->oposy = pfirst->pos.Y;
pp->posz = pp->oposz = pfirst->posz;
pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
@ -6900,7 +6900,7 @@ int SearchSpawnPosition(PLAYERp pp)
if (opp != pp) // don't test for yourself
{
if (FindDistance3D(sp->pos.X - opp->pos.X, sp->pos.Y - opp->posy, sp->pos.Z - opp->posz) < 1000)
if (FindDistance3D(sp->pos.X - opp->pos.X, sp->pos.Y - opp->pos.Y, sp->pos.Z - opp->posz) < 1000)
{
blocked = true;
break;
@ -6983,12 +6983,12 @@ void PlayerSpawnPosition(PLAYERp pp)
pp->pos.X = pp->oposx = sp->pos.X;
pp->posy = pp->oposy = sp->pos.Y;
pp->pos.Y = pp->oposy = sp->pos.Y;
pp->posz = pp->oposz = sp->pos.Z;
pp->angle.ang = pp->angle.oang = buildang(sp->ang);
pp->setcursector(sp->sector());
getzsofslopeptr(pp->cursector, pp->pos.X, pp->posy, &cz, &fz);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
// if too close to the floor - stand up
if (pp->posz > fz - PLAYER_HEIGHT)
{
@ -7045,7 +7045,7 @@ void InitMultiPlayerInfo(void)
continue;
}
auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursector, pp->pos.X, pp->posy, pp->posz, pp->angle.ang.asbuild(), 0);
auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursector, pp->pos.X, pp->pos.Y, pp->posz, pp->angle.ang.asbuild(), 0);
start0->clearUser();
start0->spr.picnum = ST1;
}