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- SW: Replace PLAYERstruct
oposx
with opos.X
calls.
This commit is contained in:
parent
05a4ad4729
commit
ae50767c70
8 changed files with 19 additions and 19 deletions
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@ -1280,7 +1280,7 @@ void DoPlayerTeleportPause(PLAYERp pp)
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void DoPlayerTeleportToSprite(PLAYERp pp, vec3_t* sp, int ang)
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{
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pp->angle.ang = pp->angle.oang = buildang(ang);
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pp->pos.X = pp->oposx = pp->oldposx = sp->X;
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pp->pos.X = pp->opos.X = pp->oldposx = sp->X;
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pp->pos.Y = pp->oposy = pp->oldposy = sp->Y;
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//getzsofslopeptr(sp->sector(), pp->posx, pp->posy, &cz, &fz);
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@ -1294,7 +1294,7 @@ void DoPlayerTeleportToSprite(PLAYERp pp, vec3_t* sp, int ang)
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void DoPlayerTeleportToOffset(PLAYERp pp)
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{
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pp->oposx = pp->oldposx = pp->pos.X;
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pp->opos.X = pp->oldposx = pp->pos.X;
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pp->oposy = pp->oldposy = pp->pos.Y;
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updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
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@ -2081,7 +2081,7 @@ void DoPlayerMove(PLAYERp pp)
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auto sect = pp->cursector;
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if (interpolate_ride)
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{
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pp->oposx = pp->pos.X;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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}
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pp->pos.X += pp->xvect >> 14;
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@ -2108,7 +2108,7 @@ void DoPlayerMove(PLAYERp pp)
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if (interpolate_ride)
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{
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pp->oposx = pp->pos.X;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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}
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@ -3603,7 +3603,7 @@ void PlayerWarpUpdatePos(PLAYERp pp)
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if (Prediction)
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return;
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pp->oposx = pp->pos.X;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->oposz = pp->pos.Z;
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DoPlayerZrange(pp);
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@ -4119,7 +4119,7 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
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pp->pos.Z = under_sp->sector()->ceilingz + Z(6);
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pp->oposx = pp->pos.X;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->oposz = pp->pos.Z;
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@ -4197,7 +4197,7 @@ void DoPlayerWarpToSurface(PLAYERp pp)
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pp->pos.Z -= Z(pp->WadeDepth);
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pp->oposx = pp->pos.X;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->oposz = pp->pos.Z;
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@ -6485,7 +6485,7 @@ void MoveSkipSavePos(void)
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{
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pp = Player + pnum;
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pp->oposx = pp->pos.X;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->oposz = pp->pos.Z;
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pp->obob_z = pp->bob_z;
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@ -6825,7 +6825,7 @@ void InitAllPlayers(void)
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// Initialize all [MAX_SW_PLAYERS] arrays here!
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for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
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{
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pp->pos.X = pp->oposx = pfirst->pos.X;
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pp->pos.X = pp->opos.X = pfirst->pos.X;
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pp->pos.Y = pp->oposy = pfirst->pos.Y;
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pp->pos.Z = pp->oposz = pfirst->pos.Z;
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pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
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@ -6982,7 +6982,7 @@ void PlayerSpawnPosition(PLAYERp pp)
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sp = &spawn_sprite->s();
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pp->pos.X = pp->oposx = sp->pos.X;
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pp->pos.X = pp->opos.X = sp->pos.X;
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pp->pos.Y = pp->oposy = sp->pos.Y;
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pp->pos.Z = pp->oposz = sp->pos.Z;
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pp->angle.ang = pp->angle.oang = buildang(sp->ang);
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