- SW: Replace PLAYERstruct oposx with opos.X calls.

This commit is contained in:
Mitchell Richters 2021-12-22 22:52:02 +11:00 committed by Christoph Oelckers
parent 05a4ad4729
commit ae50767c70
8 changed files with 19 additions and 19 deletions

View file

@ -1280,7 +1280,7 @@ void DoPlayerTeleportPause(PLAYERp pp)
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->pos.X = pp->opos.X = pp->oldposx = sp->X;
pp->pos.Y = pp->oposy = pp->oldposy = sp->Y;
//getzsofslopeptr(sp->sector(), pp->posx, pp->posy, &cz, &fz);
@ -1294,7 +1294,7 @@ void DoPlayerTeleportToSprite(PLAYERp pp, vec3_t* sp, int ang)
void DoPlayerTeleportToOffset(PLAYERp pp)
{
pp->oposx = pp->oldposx = pp->pos.X;
pp->opos.X = pp->oldposx = pp->pos.X;
pp->oposy = pp->oldposy = pp->pos.Y;
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
@ -2081,7 +2081,7 @@ void DoPlayerMove(PLAYERp pp)
auto sect = pp->cursector;
if (interpolate_ride)
{
pp->oposx = pp->pos.X;
pp->opos.X = pp->pos.X;
pp->oposy = pp->pos.Y;
}
pp->pos.X += pp->xvect >> 14;
@ -2108,7 +2108,7 @@ void DoPlayerMove(PLAYERp pp)
if (interpolate_ride)
{
pp->oposx = pp->pos.X;
pp->opos.X = pp->pos.X;
pp->oposy = pp->pos.Y;
}
@ -3603,7 +3603,7 @@ void PlayerWarpUpdatePos(PLAYERp pp)
if (Prediction)
return;
pp->oposx = pp->pos.X;
pp->opos.X = pp->pos.X;
pp->oposy = pp->pos.Y;
pp->oposz = pp->pos.Z;
DoPlayerZrange(pp);
@ -4119,7 +4119,7 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
pp->pos.Z = under_sp->sector()->ceilingz + Z(6);
pp->oposx = pp->pos.X;
pp->opos.X = pp->pos.X;
pp->oposy = pp->pos.Y;
pp->oposz = pp->pos.Z;
@ -4197,7 +4197,7 @@ void DoPlayerWarpToSurface(PLAYERp pp)
pp->pos.Z -= Z(pp->WadeDepth);
pp->oposx = pp->pos.X;
pp->opos.X = pp->pos.X;
pp->oposy = pp->pos.Y;
pp->oposz = pp->pos.Z;
@ -6485,7 +6485,7 @@ void MoveSkipSavePos(void)
{
pp = Player + pnum;
pp->oposx = pp->pos.X;
pp->opos.X = pp->pos.X;
pp->oposy = pp->pos.Y;
pp->oposz = pp->pos.Z;
pp->obob_z = pp->bob_z;
@ -6825,7 +6825,7 @@ void InitAllPlayers(void)
// Initialize all [MAX_SW_PLAYERS] arrays here!
for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
{
pp->pos.X = pp->oposx = pfirst->pos.X;
pp->pos.X = pp->opos.X = pfirst->pos.X;
pp->pos.Y = pp->oposy = pfirst->pos.Y;
pp->pos.Z = pp->oposz = pfirst->pos.Z;
pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
@ -6982,7 +6982,7 @@ void PlayerSpawnPosition(PLAYERp pp)
sp = &spawn_sprite->s();
pp->pos.X = pp->oposx = sp->pos.X;
pp->pos.X = pp->opos.X = sp->pos.X;
pp->pos.Y = pp->oposy = sp->pos.Y;
pp->pos.Z = pp->oposz = sp->pos.Z;
pp->angle.ang = pp->angle.oang = buildang(sp->ang);