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- Duke: Clean up all player position calls referencing gs.playerheight
that don't need it when using the sprite height.
This commit is contained in:
parent
29f2212d8f
commit
b1bd59db41
9 changed files with 14 additions and 13 deletions
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@ -400,7 +400,7 @@ void moveplayers(void)
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{
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if (p->newOwner != nullptr) //Looking thru the camera
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{
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act->spr.pos = p->posoldGet().plusZ(gs.playerheight);
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act->restorepos();
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act->backupz();
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act->spr.angle = p->angle.oang;
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SetActor(act, act->spr.pos);
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@ -3349,7 +3349,7 @@ void handle_se20(DDukeActor* actor)
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ps[p].posAdd(vec);
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ps[p].GetActor()->backupvec2();
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SetActor(ps[p].GetActor(), ps[p].posGet().plusZ(gs.playerheight));
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SetActor(ps[p].GetActor(), ps[p].GetActor()->spr.pos);
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}
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sc->addfloorxpan(-(float)vec.X * 2);
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@ -1345,7 +1345,7 @@ void movetransports_d(void)
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ps[p].transporter_hold = 13;
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}
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ps[p].posSet(Owner->spr.pos.plusZ(-gs.playerheight));
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ps[p].GetActor()->spr.pos = Owner->spr.pos;
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ps[p].GetActor()->backuppos();
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ps[p].setbobpos();
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@ -1434,7 +1434,7 @@ void movetransports_d(void)
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ps[p].setCursector(Owner->sector());
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ChangeActorSect(act2, Owner->sector());
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SetActor(ps[p].GetActor(), ps[p].posGet().plusZ(gs.playerheight));
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SetActor(act2, act2->spr.pos);
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if ((krand() & 255) < 32)
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spawn(act2, WATERSPLASH2);
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@ -1233,7 +1233,7 @@ void movetransports_r(void)
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ps[p].transporter_hold = 13;
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}
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ps[p].posSet(Owner->spr.pos.plusZ(-gs.playerheight + 4));
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ps[p].GetActor()->spr.pos = Owner->spr.pos.plusZ(4);
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ps[p].GetActor()->backuppos();
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ps[p].setbobpos();
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@ -165,7 +165,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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auto pp = &ps[h->PlayerIndex()];
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if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner())
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{
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t->pos = interpolatedvalue(pp->posoldGet(), pp->posGet(), interpfrac).plusZ(gs.playerheight);
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t->pos = h->interpolatedpos(interpfrac);
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}
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else if (!actorflag(h, SFLAG_NOINTERPOLATE))
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{
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@ -144,7 +144,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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auto pp = &ps[h->PlayerIndex()];
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if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner())
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{
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t->pos = interpolatedvalue(pp->posoldGet(), pp->posGet(), interpfrac).plusZ(gs.playerheight);
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t->pos = h->interpolatedpos(interpfrac);
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h->spr.scale = DVector2(0.375, 0.265625);
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}
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else if (!actorflag(h, SFLAG_NOINTERPOLATE))
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@ -2235,7 +2235,7 @@ int ParseState::parse(void)
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ps[g_p].setbobpos();
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g_ac->backuppos();
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updatesector(ps[g_p].posGet(), &ps[g_p].cursector);
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SetActor(ps[g_p].GetActor(), ps[g_p].posGet().plusZ(gs.playerheight ));
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SetActor(ps[g_p].GetActor(), ps[g_p].GetActor()->spr.pos);
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g_ac->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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g_ac->spr.shade = -12;
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@ -3063,7 +3063,7 @@ HORIZONLY:
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}
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// RBG***
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SetActor(pact, p->posGet().plusZ(gs.playerheight));
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SetActor(pact, p->GetActor()->spr.pos);
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if (psectlotag < 3)
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{
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@ -3839,7 +3839,7 @@ HORIZONLY:
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}
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// RBG***
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SetActor(pact, p->posGet().plusZ(gs.playerheight));
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SetActor(pact, p->GetActor()->spr.pos);
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if (psectlotag == 800 && (!isRRRA() || !p->lotag800kill))
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{
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@ -273,6 +273,9 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
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// set screen rotation.
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rotscrnang = !SyncInput() ? p->angle.rotscrnang : p->angle.interpolatedrotscrn(interpfrac);
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// use player's actor initially.
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viewer = p->GetActor();
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if ((snum == myconnectindex) && (numplayers > 1))
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{
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cpos = interpolatedvalue(omypos, mypos, interpfrac);
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@ -290,7 +293,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
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}
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else
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{
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cpos = interpolatedvalue(p->posoldGet(), p->posGet(), interpfrac);
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cpos = viewer->interpolatedpos(interpfrac).plusZ(viewer->viewzoffset);
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if (SyncInput())
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{
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@ -320,14 +323,12 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
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else if (p->over_shoulder_on == 0)
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{
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if (cl_viewbob) cpos.Z += interpolatedvalue(p->opyoff, p->pyoff, interpfrac);
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viewer = p->GetActor();
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}
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else
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{
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auto adjustment = isRR() ? 15 : 12;
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cpos.Z -= adjustment;
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viewer = p->GetActor();
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if (!calcChaseCamPos(cpos, viewer, §, cang, choriz, interpfrac, 64.))
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{
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cpos.Z += adjustment;
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