- Exhumed: Tidy up vect variables on the stack.

This commit is contained in:
Mitchell Richters 2023-03-24 20:26:18 +11:00
parent 4cdced60b1
commit b160d78701

View file

@ -1170,20 +1170,13 @@ void AIPlayer::Tick(RunListEvent* ev)
// loc_1A4E6
int nSectFlag = pPlayer->pPlayerViewSect->Flag;
DVector2 vect = pPlayer->vel;
double zz = pPlayerActor->vel.Z;
const auto spr_vel = DVector3(pPlayerActor->vel.XY() * (pPlayer->bIsMummified ? 0.5 : 1.), pPlayerActor->vel.Z);
const auto spr_pos = pPlayerActor->spr.pos;
const auto spr_sect = pPlayerActor->sector();
if (pPlayerActor->vel.Z > 32)
pPlayerActor->vel.Z = 32;
if (pPlayer->bIsMummified)
{
vect *= 0.5;
}
const auto spr_pos = pPlayerActor->spr.pos;
const auto spr_sect = pPlayerActor->sector();
// TODO
// nSectFlag & kSectUnderwater;
@ -1191,14 +1184,14 @@ void AIPlayer::Tick(RunListEvent* ev)
nMove.setNone();
if (bSlipMode)
{
pPlayerActor->spr.pos += vect;
pPlayerActor->spr.pos += spr_vel.XY();
SetActor(pPlayerActor, pPlayerActor->spr.pos);
pPlayerActor->spr.pos.Z = pPlayerActor->sector()->floorz;
}
else
{
nMove = movesprite(pPlayerActor, vect, zz, -20, CLIPMASK0);
nMove = movesprite(pPlayerActor, spr_vel.XY(), spr_vel.Z, -20, CLIPMASK0);
auto pPlayerSect = pPlayerActor->sector();
@ -1308,7 +1301,7 @@ void AIPlayer::Tick(RunListEvent* ev)
ChangeActorSect(pPlayerActor, spr_sect);
}
movesprite(pPlayerActor, vel, zz, -20, CLIPMASK0);
movesprite(pPlayerActor, vel, spr_vel.Z, -20, CLIPMASK0);
}
else if (pPlayer->nPlayerPushSound != -1)
{
@ -1363,7 +1356,7 @@ void AIPlayer::Tick(RunListEvent* ev)
double fz = pViewSect->floorz - 20;
pPlayerActor->spr.pos = DVector3(spr_pos.XY(), fz);
auto coll = movesprite(pPlayerActor, vect, 0, 0, CLIPMASK0);
auto coll = movesprite(pPlayerActor, spr_vel.XY(), 0, 0, CLIPMASK0);
if (coll.type == kHitWall)
{
ChangeActorSect(pPlayerActor, pPlayerActor->sector());