From bd063de5f579c0396d54994245021bffb76ef8aa Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Fri, 25 Nov 2022 16:24:03 +1100 Subject: [PATCH] - Rename `PlayerAngle::ang` in preparation for replacement work. --- source/core/gameinput.cpp | 8 +-- source/core/gameinput.h | 24 ++++----- source/games/blood/src/nnexts.cpp | 2 +- source/games/blood/src/osdcmd.cpp | 2 +- source/games/blood/src/player.cpp | 6 +-- source/games/duke/src/actors.cpp | 18 +++---- source/games/duke/src/actors_d.cpp | 8 +-- source/games/duke/src/actors_r.cpp | 4 +- source/games/duke/src/ccmds.cpp | 2 +- source/games/duke/src/game_misc.cpp | 2 +- source/games/duke/src/gameexec.cpp | 16 +++--- source/games/duke/src/inlines.h | 2 +- source/games/duke/src/input.cpp | 6 +-- source/games/duke/src/player.cpp | 2 +- source/games/duke/src/player_d.cpp | 12 ++--- source/games/duke/src/player_r.cpp | 60 ++++++++++----------- source/games/duke/src/player_w.cpp | 4 +- source/games/duke/src/prediction.cpp | 2 +- source/games/duke/src/premap.cpp | 8 +-- source/games/duke/src/sectors.cpp | 4 +- source/games/duke/src/sectors_d.cpp | 8 +-- source/games/duke/src/sectors_r.cpp | 6 +-- source/games/duke/src/sounds.cpp | 2 +- source/games/duke/src/spawn.cpp | 2 +- source/games/duke/src/vmexports.cpp | 2 +- source/games/exhumed/src/osdcmds.cpp | 2 +- source/games/exhumed/src/player.cpp | 10 ++-- source/games/exhumed/src/sequence.cpp | 2 +- source/games/sw/src/draw.cpp | 2 +- source/games/sw/src/game.cpp | 2 +- source/games/sw/src/game.h | 2 +- source/games/sw/src/input.cpp | 2 +- source/games/sw/src/jsector.cpp | 2 +- source/games/sw/src/jweapon.cpp | 4 +- source/games/sw/src/mclip.cpp | 2 +- source/games/sw/src/ninja.cpp | 4 +- source/games/sw/src/osdcmds.cpp | 2 +- source/games/sw/src/player.cpp | 76 +++++++++++++-------------- source/games/sw/src/sector.cpp | 6 +-- source/games/sw/src/sounds.cpp | 2 +- source/games/sw/src/track.cpp | 8 +-- source/games/sw/src/weapon.cpp | 54 +++++++++---------- source/games/sw/src/zombie.cpp | 2 +- 43 files changed, 198 insertions(+), 198 deletions(-) diff --git a/source/core/gameinput.cpp b/source/core/gameinput.cpp index adcbe157e..50ebfd37a 100644 --- a/source/core/gameinput.cpp +++ b/source/core/gameinput.cpp @@ -238,7 +238,7 @@ void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const if (!movementlocked()) { // add player's input - ang += DAngle::fromDeg(avel); + ZzANGLE += DAngle::fromDeg(avel); if (*actions & SB_TURNAROUND) { @@ -261,7 +261,7 @@ void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const add -= spin; spin = nullAngle; } - ang += add; + ZzANGLE += add; } } else @@ -334,7 +334,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl { if (arc.BeginObject(keyname)) { - arc("ang", w.ang) + arc("ang", w.ZzANGLE) ("lookang", w.look_ang) ("rotscrnang", w.rotscrnang) ("spin", w.spin) @@ -343,7 +343,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl if (arc.isReading()) { - w.oang = w.ang; + w.oang = w.ZzANGLE; w.olook_ang = w.look_ang; w.orotscrnang = w.rotscrnang; w.inputdisabled = w.inputdisabled; diff --git a/source/core/gameinput.h b/source/core/gameinput.h index f2859fa9d..3c32e92c5 100644 --- a/source/core/gameinput.h +++ b/source/core/gameinput.h @@ -100,7 +100,7 @@ private: struct PlayerAngle { - DAngle ang, oang, look_ang, olook_ang, rotscrnang, orotscrnang, spin; + DAngle ZzANGLE, oang, look_ang, olook_ang, rotscrnang, orotscrnang, spin; friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def); @@ -110,22 +110,22 @@ struct PlayerAngle // Interpolation helpers. void backup() { - oang = ang; + oang = ZzANGLE; olook_ang = look_ang; orotscrnang = rotscrnang; } void restore() { - ang = oang; + ZzANGLE = oang; look_ang = olook_ang; rotscrnang = orotscrnang; } // Commonly used getters. DAngle osum() { return oang + olook_ang; } - DAngle sum() { return ang + look_ang; } + DAngle sum() { return ZzANGLE + look_ang; } DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); } - DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(oang, ang, interpfrac); } + DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(oang, ZzANGLE, interpfrac); } DAngle interpolatedlookang(double const interpfrac) { return interpolatedvalue(olook_ang, look_ang, interpfrac); } DAngle interpolatedrotscrn(double const interpfrac) { return interpolatedvalue(orotscrnang, rotscrnang, interpfrac); } DAngle renderlookang(double const interpfrac) { return !SyncInput() ? look_ang : interpolatedlookang(interpfrac); } @@ -166,7 +166,7 @@ struct PlayerAngle } else { - ang += value; + ZzANGLE += value; } } @@ -178,8 +178,8 @@ struct PlayerAngle } else { - ang = value; - if (backup) oang = ang; + ZzANGLE = value; + if (backup) oang = ZzANGLE; } } @@ -187,21 +187,21 @@ struct PlayerAngle { if (targetset()) { - auto delta = deltaangle(ang, target); + auto delta = deltaangle(ZzANGLE, target); if (abs(delta) > DAngleBuildToDeg) { - ang += delta * scaleAdjust; + ZzANGLE += delta * scaleAdjust; } else { - ang = target; + ZzANGLE = target; target = nullAngle; } } else if (adjustment.Sgn()) { - ang += adjustment * scaleAdjust; + ZzANGLE += adjustment * scaleAdjust; } } diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 0fd6c670a..a507e66b8 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -9278,7 +9278,7 @@ void changeSpriteAngle(DBloodActor* pSpr, DAngle nAng) { PLAYER* pPlayer = getPlayerById(pSpr->spr.type); if (pPlayer) - pPlayer->angle.ang = nAng; + pPlayer->angle.ZzANGLE = nAng; else { pSpr->spr.Angles.Yaw = nAng; diff --git a/source/games/blood/src/osdcmd.cpp b/source/games/blood/src/osdcmd.cpp index 3144ded2d..fc14474e8 100644 --- a/source/games/blood/src/osdcmd.cpp +++ b/source/games/blood/src/osdcmd.cpp @@ -40,7 +40,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang) if (ang != DAngle::fromDeg(INT_MIN)) { - pPlayer->angle.oang = pPlayer->angle.ang = ang; + pPlayer->angle.oang = pPlayer->angle.ZzANGLE = ang; } } diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index 6680a6b12..d009d649c 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -812,7 +812,7 @@ void playerStart(int nPlayer, int bNewLevel) GetActorExtents(actor, &top, &bottom); actor->spr.pos.Z -= bottom - actor->spr.pos.Z; actor->spr.pal = 11 + (pPlayer->teamId & 3); - actor->spr.Angles.Yaw = pPlayer->angle.ang = pStartZone->angle; // check me out later. + actor->spr.Angles.Yaw = pPlayer->angle.ZzANGLE = pStartZone->angle; // check me out later. actor->spr.type = kDudePlayer1 + nPlayer; actor->clipdist = pDudeInfo->fClipdist(); actor->spr.flags = 15; @@ -1499,7 +1499,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out) void UpdatePlayerSpriteAngle(PLAYER* pPlayer) { - pPlayer->actor->spr.Angles.Yaw = pPlayer->angle.ang; // check me out later. + pPlayer->actor->spr.Angles.Yaw = pPlayer->angle.ZzANGLE; // check me out later. } //--------------------------------------------------------------------------- @@ -1554,7 +1554,7 @@ void ProcessInput(PLAYER* pPlayer) DBloodActor* fragger = pPlayer->fragger; if (fragger) { - pPlayer->angle.addadjustment(deltaangle(pPlayer->angle.ang, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle())); + pPlayer->angle.addadjustment(deltaangle(pPlayer->angle.ZzANGLE, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle())); } pPlayer->deathTime += 4; if (!bSeqStat) diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index a40081064..33d06c749 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -362,7 +362,7 @@ void movedummyplayers(void) { act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->spr.pos.Z = act->sector()->ceilingz + 27; - act->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. + act->spr.Angles.Yaw = ps[p].angle.ZzANGLE; // check me out later. if (act->temp_data[0] == 8) act->temp_data[0] = 0; else act->temp_data[0]++; @@ -442,7 +442,7 @@ void moveplayers(void) if (p->actorsqu != nullptr) { - p->angle.addadjustment(deltaangle(p->angle.ang, (p->actorsqu->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.25); + p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, (p->actorsqu->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.25); } if (act->spr.extra > 0) @@ -462,10 +462,10 @@ void moveplayers(void) if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS) { - p->angle.addadjustment(deltaangle(p->angle.ang, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5); + p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5); } } - act->spr.Angles.Yaw = p->angle.ang; // check me out later. + act->spr.Angles.Yaw = p->angle.ZzANGLE; // check me out later. } } else @@ -499,13 +499,13 @@ void moveplayers(void) if (act->spr.extra < 8) { act->vel.X = 8; - act->spr.Angles.Yaw = p->angle.ang; // check me out later. + act->spr.Angles.Yaw = p->angle.ZzANGLE; // check me out later. act->spr.extra++; ssp(act, CLIPMASK0); } else { - act->spr.Angles.Yaw = DAngle360 - minAngle - p->angle.ang; // check me out later. + act->spr.Angles.Yaw = DAngle360 - minAngle - p->angle.ZzANGLE; // check me out later. SetActor(act, act->spr.pos); } } @@ -787,7 +787,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball) { // if(actor->spr.pal == 12) { - auto delta = absangle(ps[p].angle.ang, (actor->spr.pos.XY() - ps[p].GetActor()->spr.pos.XY()).Angle()); + auto delta = absangle(ps[p].angle.ZzANGLE, (actor->spr.pos.XY() - ps[p].GetActor()->spr.pos.XY()).Angle()); if (delta < DAngle22_5 / 2 && PlayerInput(p, SB_OPEN)) if (ps[p].toggle_key_flag == 1) { @@ -797,7 +797,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball) { if (act2->spr.picnum == queball || act2->spr.picnum == stripeball) { - delta = absangle(ps[p].angle.ang, (act2->spr.pos.XY() - ps[p].GetActor()->spr.pos.XY()).Angle()); + delta = absangle(ps[p].angle.ZzANGLE, (act2->spr.pos.XY() - ps[p].GetActor()->spr.pos.XY()).Angle()); if (delta < DAngle22_5 / 2) { double l; @@ -811,7 +811,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball) if (actor->spr.pal == 12) actor->vel.X = 10.25; else actor->vel.X = 8.75; - actor->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. + actor->spr.Angles.Yaw = ps[p].angle.ZzANGLE; // check me out later. ps[p].toggle_key_flag = 2; } } diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 4c7d6ee6f..26edf5a08 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -1334,7 +1334,7 @@ void movetransports_d(void) ps[k].GetActor()->spr.extra = 0; } - ps[p].angle.ang = Owner->spr.Angles.Yaw; // check me out later. + ps[p].angle.ZzANGLE = Owner->spr.Angles.Yaw; // check me out later. if (Owner->GetOwner() != Owner) { @@ -1663,7 +1663,7 @@ static void greenslime(DDukeActor *actor) } else if (xx < 64 && ps[p].quick_kick == 0) { - auto ang = absangle(ps[p].angle.ang, (actor->spr.pos.XY() - ps[p].GetActor()->spr.pos.XY()).Angle()); + auto ang = absangle(ps[p].angle.ZzANGLE, (actor->spr.pos.XY() - ps[p].GetActor()->spr.pos.XY()).Angle()); if (ang < DAngle22_5) ps[p].quick_kick = 14; } @@ -1685,7 +1685,7 @@ static void greenslime(DDukeActor *actor) SetActor(actor, actor->spr.pos); - actor->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. + actor->spr.Angles.Yaw = ps[p].angle.ZzANGLE; // check me out later. if ((PlayerInput(p, SB_FIRE) || (ps[p].quick_kick > 0)) && ps[p].GetActor()->spr.extra > 0) if (ps[p].quick_kick > 0 || (ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0)) @@ -1768,7 +1768,7 @@ static void greenslime(DDukeActor *actor) double add = (BobVal(actor->temp_data[1]) * 2) * REPEAT_SCALE; actor->spr.scale = DVector2(0.3125 + add, 0.234375 + add); - actor->spr.pos.XY() = ps[p].GetActor()->spr.pos.XY() + ps[p].angle.ang.ToVector() * 8; + actor->spr.pos.XY() = ps[p].GetActor()->spr.pos.XY() + ps[p].angle.ZzANGLE.ToVector() * 8; return; } diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index 9d68e2ba3..931d1ea08 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -1222,7 +1222,7 @@ void movetransports_r(void) ps[k].GetActor()->spr.extra = 0; } - ps[p].angle.ang = Owner->spr.Angles.Yaw; // check me out later. + ps[p].angle.ZzANGLE = Owner->spr.Angles.Yaw; // check me out later. if (Owner->GetOwner() != Owner) { @@ -1945,7 +1945,7 @@ void rr_specialstats() { if (act2->spr.picnum == RRTELEPORTDEST) { - ps[p].angle.ang = act2->spr.Angles.Yaw; // check me out later. + ps[p].angle.ZzANGLE = act2->spr.Angles.Yaw; // check me out later. ps[p].GetActor()->spr.pos = act2->spr.pos.plusZ(-36 + gs.playerheight); ps[p].GetActor()->backuppos(); ps[p].setbobpos(); diff --git a/source/games/duke/src/ccmds.cpp b/source/games/duke/src/ccmds.cpp index 77c477483..efbdb69bd 100644 --- a/source/games/duke/src/ccmds.cpp +++ b/source/games/duke/src/ccmds.cpp @@ -123,7 +123,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang) if (ang != DAngle::fromDeg(INT_MIN)) { - p->angle.oang = p->angle.ang = ang; + p->angle.oang = p->angle.ZzANGLE = ang; } } diff --git a/source/games/duke/src/game_misc.cpp b/source/games/duke/src/game_misc.cpp index 1ffc92e0d..b56ee6dac 100644 --- a/source/games/duke/src/game_misc.cpp +++ b/source/games/duke/src/game_misc.cpp @@ -274,7 +274,7 @@ void drawoverlays(double interpfrac) else { cposxy = interpolatedvalue(pp->GetActor()->getPrevPosWithOffsetZ(), pp->GetActor()->getPosWithOffsetZ(), interpfrac).XY(); - cang = !SyncInput() ? pp->angle.ang : interpolatedvalue(pp->angle.oang, pp->angle.ang, interpfrac); + cang = !SyncInput() ? pp->angle.ZzANGLE : interpolatedvalue(pp->angle.oang, pp->angle.ZzANGLE, interpfrac); } } else diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index b70bf6192..d123a4cd1 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -473,7 +473,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, case PLAYER_ANG: if (bSet) ps[iPlayer].angle.settarget(mapangle(lValue)); - else SetGameVarID(lVar2, ps[iPlayer].angle.ang.Buildang(), sActor, sPlayer); + else SetGameVarID(lVar2, ps[iPlayer].angle.ZzANGLE.Buildang(), sActor, sPlayer); break; case PLAYER_OANG: @@ -2432,9 +2432,9 @@ int ParseState::parse(void) { DAngle ang; if (g_ac->isPlayer() && ud.multimode > 1) - ang = absangle(ps[otherp].angle.ang, (ps[g_p].GetActor()->spr.pos.XY() - ps[otherp].GetActor()->spr.pos.XY()).Angle()); + ang = absangle(ps[otherp].angle.ZzANGLE, (ps[g_p].GetActor()->spr.pos.XY() - ps[otherp].GetActor()->spr.pos.XY()).Angle()); else - ang = absangle(ps[g_p].angle.ang, (g_ac->spr.pos.XY() - ps[g_p].GetActor()->spr.pos.XY()).Angle()); + ang = absangle(ps[g_p].angle.ZzANGLE, (g_ac->spr.pos.XY() - ps[g_p].GetActor()->spr.pos.XY()).Angle()); j = ang < DAngle22_5; } @@ -2455,7 +2455,7 @@ int ParseState::parse(void) case concmd_slapplayer: insptr++; forceplayerangle(g_p); - ps[g_p].vel.XY() -= ps[g_p].angle.ang.ToVector() * 8; + ps[g_p].vel.XY() -= ps[g_p].angle.ZzANGLE.ToVector() * 8; return 0; case concmd_wackplayer: insptr++; @@ -2463,7 +2463,7 @@ int ParseState::parse(void) forceplayerangle(g_p); else { - ps[g_p].vel.XY() -= ps[g_p].angle.ang.ToVector() * 64; + ps[g_p].vel.XY() -= ps[g_p].angle.ZzANGLE.ToVector() * 64; ps[g_p].jumping_counter = 767; ps[g_p].jumping_toggle = 1; } @@ -2833,7 +2833,7 @@ int ParseState::parse(void) case concmd_ifangdiffl: { insptr++; - auto ang = absangle(ps[g_p].angle.ang, g_ac->spr.Angles.Yaw); // check me out later. + auto ang = absangle(ps[g_p].angle.ZzANGLE, g_ac->spr.Angles.Yaw); // check me out later. parseifelse( ang <= mapangle(*insptr)); break; } @@ -3131,7 +3131,7 @@ int ParseState::parse(void) int i; insptr++; i = *(insptr++); // ID of def - SetGameVarID(i, ps[g_p].angle.ang.Buildang(), g_ac, g_p); + SetGameVarID(i, ps[g_p].angle.ZzANGLE.Buildang(), g_ac, g_p); break; } case concmd_setplayerangle: @@ -3139,7 +3139,7 @@ int ParseState::parse(void) int i; insptr++; i = *(insptr++); // ID of def - ps[g_p].angle.ang = mapangle(GetGameVarID(i, g_ac, g_p).safeValue() & 2047); + ps[g_p].angle.ZzANGLE = mapangle(GetGameVarID(i, g_ac, g_p).safeValue() & 2047); break; } case concmd_getactorangle: diff --git a/source/games/duke/src/inlines.h b/source/games/duke/src/inlines.h index 1e3f30875..2f8b98bb7 100644 --- a/source/games/duke/src/inlines.h +++ b/source/games/duke/src/inlines.h @@ -211,7 +211,7 @@ inline bool playrunning() inline void doslopetilting(player_struct* p, double const scaleAdjust = 1) { bool const canslopetilt = p->on_ground && p->insector() && p->cursector->lotag != ST_2_UNDERWATER && (p->cursector->floorstat & CSTAT_SECTOR_SLOPE); - p->horizon.doViewPitch(p->GetActor()->spr.pos.XY(), p->angle.ang, p->aim_mode == 0, canslopetilt, p->cursector, scaleAdjust); + p->horizon.doViewPitch(p->GetActor()->spr.pos.XY(), p->angle.ZzANGLE, p->aim_mode == 0, canslopetilt, p->cursector, scaleAdjust); } //--------------------------------------------------------------------------- diff --git a/source/games/duke/src/input.cpp b/source/games/duke/src/input.cpp index 9e13d0b8c..81f26c76d 100644 --- a/source/games/duke/src/input.cpp +++ b/source/games/duke/src/input.cpp @@ -284,7 +284,7 @@ void hud_input(int plnum) p->inven_icon = 3; auto pactor = - CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ().plusZ(30), TILE_APLAYER, -64, DVector2(0, 0), p->angle.ang, 0., 0., nullptr, 10); + CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ().plusZ(30), TILE_APLAYER, -64, DVector2(0, 0), p->angle.ZzANGLE, 0., 0., nullptr, 10); pactor->temp_data[3] = pactor->temp_data[4] = 0; p->holoduke_on = pactor; pactor->spr.yint = plnum; @@ -843,13 +843,13 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju p->angle.processhelpers(scaleAdjust); p->horizon.processLegacyHelperPitch(scaleAdjust); - p->GetActor()->spr.Angles.Yaw = p->angle.ang; // check me out later. + p->GetActor()->spr.Angles.Yaw = p->angle.ZzANGLE; // check me out later. } if (packet) { *packet = loc; - auto velvect = DVector2(loc.fvel, loc.svel).Rotated(p->angle.ang) + p->fric; + auto velvect = DVector2(loc.fvel, loc.svel).Rotated(p->angle.ZzANGLE) + p->fric; packet->fvel = (float)velvect.X; packet->svel = (float)velvect.Y; loc = {}; diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index 55fedeb12..101387e58 100644 --- a/source/games/duke/src/player.cpp +++ b/source/games/duke/src/player.cpp @@ -211,7 +211,7 @@ double hitawall(player_struct* p, walltype** hitw) { HitInfo hit{}; - hitscan(p->GetActor()->getPosWithOffsetZ(), p->cursector, DVector3(p->angle.ang.ToVector() * 1024, 0), hit, CLIPMASK0); + hitscan(p->GetActor()->getPosWithOffsetZ(), p->cursector, DVector3(p->angle.ZzANGLE.ToVector() * 1024, 0), hit, CLIPMASK0); if (hitw) *hitw = hit.hitWall; return (hit.hitpos.XY() - p->GetActor()->spr.pos.XY()).Length(); diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index d1f9dc4bc..ca3d5220c 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -294,7 +294,7 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang) if (splash) { splash->spr.pos.XY() = hit.hitpos.XY(); - splash->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. // Total tweek + splash->spr.Angles.Yaw = ps[p].angle.ZzANGLE; // check me out later. // Total tweek splash->vel.X = 2; ssp(actor, CLIPMASK0); splash->vel.X = 0; @@ -1071,7 +1071,7 @@ void shoot_d(DDukeActor* actor, int atwith) if (actor->isPlayer()) { spos = ps[p].GetActor()->getPosWithOffsetZ().plusZ(ps[p].pyoff + 4); - sang = ps[p].angle.ang; + sang = ps[p].angle.ZzANGLE; ps[p].crack_time = CRACK_TIME; @@ -1992,7 +1992,7 @@ static void underwater(int snum, ESyncBits actions, double floorz, double ceilin auto j = spawn(pact, WATERBUBBLE); if (j) { - j->spr.pos += (p->angle.ang.ToVector() + DVector2(4 - (global_random & 8), 4 - (global_random & 8))) * 16; + j->spr.pos += (p->angle.ZzANGLE.ToVector() + DVector2(4 - (global_random & 8), 4 - (global_random & 8))) * 16; j->spr.scale = DVector2(0.046875, 0.3125); j->spr.pos.Z = p->GetActor()->getOffsetZ() + 8; } @@ -2012,7 +2012,7 @@ int operateTripbomb(int snum) double vel = 1024, zvel = 0; setFreeAimVelocity(vel, zvel, p->horizon.horizSUM(), 16.); - hitscan(p->GetActor()->getPosWithOffsetZ(), p->cursector, DVector3(p->angle.ang.ToVector() * vel, zvel), hit, CLIPMASK1); + hitscan(p->GetActor()->getPosWithOffsetZ(), p->cursector, DVector3(p->angle.ZzANGLE.ToVector() * vel, zvel), hit, CLIPMASK1); if (hit.hitSector == nullptr || hit.actor()) return 0; @@ -2209,8 +2209,8 @@ static void operateweapon(int snum, ESyncBits actions) zvel -= 4; } - auto spawned = CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625), - p->angle.ang, vel + p->hbomb_hold_delay * 2, zvel, pact, 1); + auto spawned = CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->angle.ZzANGLE.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625), + p->angle.ZzANGLE, vel + p->hbomb_hold_delay * 2, zvel, pact, 1); if (isNam()) { diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 4a6e9a95b..ffefc2f56 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -185,7 +185,7 @@ static void shootmelee(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int a if (splash) { splash->spr.pos.XY() = hit.hitpos.XY(); - splash->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. // Total tweek + splash->spr.Angles.Yaw = ps[p].angle.ZzANGLE; // check me out later. // Total tweek splash->vel.X = 2; ssp(actor, 0); splash->vel.X = 0; @@ -822,7 +822,7 @@ void shoot_r(DDukeActor* actor, int atwith) { p = actor->PlayerIndex(); spos = ps[p].GetActor()->getPosWithOffsetZ().plusZ(ps[p].pyoff + 4); - sang = ps[p].angle.ang; + sang = ps[p].angle.ZzANGLE; if (isRRRA()) ps[p].crack_time = CRACK_TIME; } @@ -1283,7 +1283,7 @@ int doincrements_r(player_struct* p) { p->noise_radius = 1024; madenoise(screenpeek); - p->vel.XY() += p->angle.ang.ToVector(); + p->vel.XY() += p->angle.ZzANGLE.ToVector(); } p->eat -= 4; if (p->eat < 0) @@ -1467,7 +1467,7 @@ void checkweapons_r(player_struct* p) auto j = spawn(p->GetActor(), 7220); if (j) { - j->spr.Angles.Yaw = p->angle.ang; // check me out later. + j->spr.Angles.Yaw = p->angle.ZzANGLE; // check me out later. j->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON]; } p->OnMotorcycle = 0; @@ -1486,7 +1486,7 @@ void checkweapons_r(player_struct* p) auto j = spawn(p->GetActor(), 7233); if (j) { - j->spr.Angles.Yaw = p->angle.ang; // check me out later. + j->spr.Angles.Yaw = p->angle.ZzANGLE; // check me out later. j->saved_ammo = p->ammo_amount[BOAT_WEAPON]; } p->OnBoat = 0; @@ -1764,15 +1764,15 @@ static void onMotorcycle(int snum, ESyncBits &actions) } } - p->vel.XY() += (p->angle.ang + velAdjustment).ToVector() * currSpeed; - p->angle.addadjustment(deltaangle(p->angle.ang, p->angle.ang - DAngle::fromBam(angAdjustment))); + p->vel.XY() += (p->angle.ZzANGLE + velAdjustment).ToVector() * currSpeed; + p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment))); } else if (p->MotoSpeed >= 20 && p->on_ground == 1 && (p->moto_on_mud || p->moto_on_oil)) { rng = krand() & 1; velAdjustment = rng == 0 ? -adjust : adjust; currSpeed = MulScale(currSpeed, p->moto_on_oil ? 10 : 5, 7); - p->vel.XY() += (p->angle.ang + velAdjustment).ToVector() * currSpeed; + p->vel.XY() += (p->angle.ZzANGLE + velAdjustment).ToVector() * currSpeed; } p->moto_on_mud = p->moto_on_oil = 0; @@ -2008,8 +2008,8 @@ static void onBoat(int snum, ESyncBits &actions) angAdjustment >>= 6; } - p->vel.XY() += (p->angle.ang + velAdjustment).ToVector() * currSpeed; - p->angle.addadjustment(deltaangle(p->angle.ang, p->angle.ang - DAngle::fromBam(angAdjustment))); + p->vel.XY() += (p->angle.ZzANGLE + velAdjustment).ToVector() * currSpeed; + p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment))); } if (p->NotOnWater && p->MotoSpeed > 50) p->MotoSpeed -= (p->MotoSpeed / 2.); @@ -2311,7 +2311,7 @@ static void underwater(int snum, ESyncBits actions, double floorz, double ceilin auto j = spawn(pact, WATERBUBBLE); if (j) { - j->spr.pos += (p->angle.ang.ToVector() + DVector2(12 - (global_random & 8), 12 - (global_random & 8))) * 16; + j->spr.pos += (p->angle.ZzANGLE.ToVector() + DVector2(12 - (global_random & 8), 12 - (global_random & 8))) * 16; j->spr.scale = DVector2(0.046875, 0.03125); j->spr.pos.Z = p->GetActor()->getOffsetZ() + 8; j->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT; @@ -2329,7 +2329,7 @@ void onMotorcycleMove(int snum, walltype* wal) { auto p = &ps[snum]; auto pact = p->GetActor(); - double angleDelta = absangle(p->angle.ang, wal->delta().Angle()).Degrees(); + double angleDelta = absangle(p->angle.ZzANGLE, wal->delta().Angle()).Degrees(); double damageAmount = p->MotoSpeed * p->MotoSpeed; const double scale = (180. / 2048.); @@ -2385,7 +2385,7 @@ void onBoatMove(int snum, int psectlotag, walltype* wal) { auto p = &ps[snum]; auto pact = p->GetActor(); - double angleDelta = absangle(p->angle.ang, wal->delta().Angle()).Degrees(); + double angleDelta = absangle(p->angle.ZzANGLE, wal->delta().Angle()).Degrees(); const double scale = (90. / 2048.); p->angle.addadjustment(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale))); @@ -2433,7 +2433,7 @@ void onMotorcycleHit(int snum, DDukeActor* victim) if (numplayers == 1) { Collision coll; - DAngle ang = DAngle::fromBuild(p->TiltStatus * 20) + p->angle.ang; + DAngle ang = DAngle::fromBuild(p->TiltStatus * 20) + p->angle.ZzANGLE; movesprite_ex(victim, DVector3(ang.ToVector() * 4, victim->vel.Z), CLIPMASK0, coll); } } @@ -2467,7 +2467,7 @@ void onBoatHit(int snum, DDukeActor* victim) if (numplayers == 1) { Collision coll; - DAngle ang = DAngle::fromBuild(p->TiltStatus * 20) + p->angle.ang; + DAngle ang = DAngle::fromBuild(p->TiltStatus * 20) + p->angle.ZzANGLE; movesprite_ex(victim, DVector3(ang.ToVector() * 2, victim->vel.Z), CLIPMASK0, coll); } } @@ -2683,8 +2683,8 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) zvel -= 4; } - auto spawned = CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->angle.ang.ToVector() * 16, DYNAMITE, -16, DVector2(0.140625, 0.140625), - p->angle.ang, (vel + p->hbomb_hold_delay * 2) * 2, zvel, pact, 1); + auto spawned = CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->angle.ZzANGLE.ToVector() * 16, DYNAMITE, -16, DVector2(0.140625, 0.140625), + p->angle.ZzANGLE, (vel + p->hbomb_hold_delay * 2) * 2, zvel, pact, 1); if (spawned) { @@ -2735,7 +2735,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) p->visibility = 0; if (psectlotag != 857) { - p->vel.XY() -= p->angle.ang.ToVector(); + p->vel.XY() -= p->angle.ZzANGLE.ToVector(); } } else if (p->kickback_pic == 2) @@ -2834,12 +2834,12 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) if (psectlotag != 857) { - p->vel.XY() -= p->angle.ang.ToVector() * 2; + p->vel.XY() -= p->angle.ZzANGLE.ToVector() * 2; } } else if (psectlotag != 857) { - p->vel.XY() -= p->angle.ang.ToVector(); + p->vel.XY() -= p->angle.ZzANGLE.ToVector(); } } @@ -2925,7 +2925,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) if (psectlotag != 857) { - p->vel.XY() -= p->angle.ang.ToVector(); + p->vel.XY() -= p->angle.ZzANGLE.ToVector(); } checkavailweapon(p); @@ -3065,7 +3065,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) } else if (p->kickback_pic == 12) { - p->vel.XY() -= p->angle.ang.ToVector(); + p->vel.XY() -= p->angle.ZzANGLE.ToVector(); p->horizon.addPitch(DAngle::fromDeg(-8.88)); p->recoil += 20; } @@ -3091,7 +3091,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) zvel -= 4; } - CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->angle.ang.ToVector() * 16, POWDERKEG, -16, DVector2(0.140625, 0.140625), p->angle.ang, vel * 2, zvel, pact, 1); + CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->angle.ZzANGLE.ToVector() * 16, POWDERKEG, -16, DVector2(0.140625, 0.140625), p->angle.ZzANGLE, vel * 2, zvel, pact, 1); } p->kickback_pic++; if (p->kickback_pic > 20) @@ -3112,7 +3112,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) } if (p->kickback_pic < 30) { - p->vel.XY() += p->angle.ang.ToVector(); + p->vel.XY() += p->angle.ZzANGLE.ToVector(); } p->kickback_pic++; if (p->kickback_pic > 40) @@ -3949,7 +3949,7 @@ void OnMotorcycle(player_struct *p, DDukeActor* motosprite) if (motosprite) { p->GetActor()->spr.pos.XY() = motosprite->spr.pos.XY(); - p->angle.ang = motosprite->spr.Angles.Yaw; // check me out later. + p->angle.ZzANGLE = motosprite->spr.Angles.Yaw; // check me out later. p->ammo_amount[MOTORCYCLE_WEAPON] = motosprite->saved_ammo; motosprite->Destroy(); } @@ -3999,12 +3999,12 @@ void OffMotorcycle(player_struct *p) p->VBumpTarget = 0; p->VBumpNow = 0; p->TurbCount = 0; - p->vel.XY() = p->angle.ang.ToVector() / 2048.; + p->vel.XY() = p->angle.ZzANGLE.ToVector() / 2048.; p->moto_underwater = 0; auto spawned = spawn(p->GetActor(), EMPTYBIKE); if (spawned) { - spawned->spr.Angles.Yaw = p->angle.ang; // check me out later. + spawned->spr.Angles.Yaw = p->angle.ZzANGLE; // check me out later. spawned->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON]; } } @@ -4023,7 +4023,7 @@ void OnBoat(player_struct *p, DDukeActor* boat) if (boat) { p->GetActor()->spr.pos.XY() = boat->spr.pos.XY(); - p->angle.ang = boat->spr.Angles.Yaw; // check me out later. + p->angle.ZzANGLE = boat->spr.Angles.Yaw; // check me out later. p->ammo_amount[BOAT_WEAPON] = boat->saved_ammo; boat->Destroy(); } @@ -4060,12 +4060,12 @@ void OffBoat(player_struct *p) p->VBumpTarget = 0; p->VBumpNow = 0; p->TurbCount = 0; - p->vel.XY() = p->angle.ang.ToVector() / 2048.; + p->vel.XY() = p->angle.ZzANGLE.ToVector() / 2048.; p->moto_underwater = 0; auto spawned = spawn(p->GetActor(), EMPTYBOAT); if (spawned) { - spawned->spr.Angles.Yaw = p->angle.ang; // check me out later. + spawned->spr.Angles.Yaw = p->angle.ZzANGLE; // check me out later. spawned->saved_ammo = p->ammo_amount[BOAT_WEAPON]; } } diff --git a/source/games/duke/src/player_w.cpp b/source/games/duke/src/player_w.cpp index 278aaa127..9179411f1 100644 --- a/source/games/duke/src/player_w.cpp +++ b/source/games/duke/src/player_w.cpp @@ -342,8 +342,8 @@ void operateweapon_ww(int snum, ESyncBits actions) zvel -= 4; } - auto spawned = CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625), - p->angle.ang, vel + p->hbomb_hold_delay * 2, zvel, pact, 1); + auto spawned = CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->angle.ZzANGLE.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625), + p->angle.ZzANGLE, vel + p->hbomb_hold_delay * 2, zvel, pact, 1); if (spawned) { diff --git a/source/games/duke/src/prediction.cpp b/source/games/duke/src/prediction.cpp index fca524628..9c670a1e1 100644 --- a/source/games/duke/src/prediction.cpp +++ b/source/games/duke/src/prediction.cpp @@ -53,7 +53,7 @@ void resetmys() { mypos = omypos = ps[myconnectindex].GetActor()->getPosWithOffsetZ(); myxvel = myyvel = myzvel = 0; - myang = ps[myconnectindex].angle.ang; + myang = ps[myconnectindex].angle.ZzANGLE; myhoriz = omyhoriz = ps[myconnectindex].horizon.ZzHORIZON; myhorizoff = omyhorizoff = ps[myconnectindex].horizon.ZzHORIZOFF; mycursectnum = sectindex(ps[myconnectindex].cursector); diff --git a/source/games/duke/src/premap.cpp b/source/games/duke/src/premap.cpp index 007cbad1d..46192a681 100644 --- a/source/games/duke/src/premap.cpp +++ b/source/games/duke/src/premap.cpp @@ -72,7 +72,7 @@ void pickrandomspot(int snum) p->GetActor()->spr.pos = po[i].opos; p->GetActor()->backuppos(); p->setbobpos(); - p->angle.oang = p->angle.ang = po[i].oa; + p->angle.oang = p->angle.ZzANGLE = po[i].oa; p->setCursector(po[i].os); } @@ -513,7 +513,7 @@ void resetpspritevars(int g, const DVector3& startpos) STATUSBARTYPE tsbar[MAXPLAYERS]; auto newActor = CreateActor(ps[0].cursector, startpos.plusZ(gs.playerheight), - TILE_APLAYER, 0, DVector2(0, 0), ps[0].angle.ang, 0., 0., nullptr, 10); + TILE_APLAYER, 0, DVector2(0, 0), ps[0].angle.ZzANGLE, 0., 0., nullptr, 10); newActor->viewzoffset = -gs.playerheight; newActor->backupz(); @@ -626,7 +626,7 @@ void resetpspritevars(int g, const DVector3& startpos) act->SetOwner(act); ps[j].setbobpos(); - ps[j].angle.oang = ps[j].angle.ang = act->spr.Angles.Yaw; // check me out later. + ps[j].angle.oang = ps[j].angle.ZzANGLE = act->spr.Angles.Yaw; // check me out later. updatesector(act->spr.pos, &ps[j].cursector); @@ -982,7 +982,7 @@ static int LoadTheMap(MapRecord *mi, player_struct*p, int gamemode) STAT_NewLevel(mi->fileName); TITLE_InformName(mi->name); - p->angle.ang = mapangle(lbang); + p->angle.ZzANGLE = mapangle(lbang); gotpic.Zero(); diff --git a/source/games/duke/src/sectors.cpp b/source/games/duke/src/sectors.cpp index b2a4f1370..2235c6f61 100644 --- a/source/games/duke/src/sectors.cpp +++ b/source/games/duke/src/sectors.cpp @@ -1296,8 +1296,8 @@ void moveclouds(double interpfrac) cloudclock = myclock + 6; // cloudx/y were an array, but all entries were always having the same value so a single pair is enough. - cloudx += (float)ps[screenpeek].angle.ang.Cos() * 0.5f; - cloudy += (float)ps[screenpeek].angle.ang.Sin() * 0.5f; + cloudx += (float)ps[screenpeek].angle.ZzANGLE.Cos() * 0.5f; + cloudy += (float)ps[screenpeek].angle.ZzANGLE.Sin() * 0.5f; for (int i = 0; i < numclouds; i++) { // no clamping here! diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index ed569bbad..c47f9bb43 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -681,7 +681,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw if (wal->twoSided()) wal->nextWall()->cstat = 0; - auto spawned = CreateActor(sptr, pos, SECTOREFFECTOR, 0, DVector2(0, 0), ps[0].angle.ang, 0., 0., spr, 3); + auto spawned = CreateActor(sptr, pos, SECTOREFFECTOR, 0, DVector2(0, 0), ps[0].angle.ZzANGLE, 0., 0., spr, 3); if (spawned) { spawned->spr.lotag = SE_128_GLASS_BREAKING; @@ -875,15 +875,15 @@ void checkplayerhurt_d(player_struct* p, const Collision& coll) p->hurt_delay = 16; SetPlayerPal(p, PalEntry(32, 32, 0, 0)); - p->vel.XY() = -p->angle.ang.ToVector() * 16; + p->vel.XY() = -p->angle.ZzANGLE.ToVector() * 16; S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor()); - fi.checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->angle.ang.ToVector() * 2, -1); + fi.checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->angle.ZzANGLE.ToVector() * 2, -1); break; case BIGFORCE: p->hurt_delay = 26; - fi.checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->angle.ang.ToVector() * 2, -1); + fi.checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->angle.ZzANGLE.ToVector() * 2, -1); break; } diff --git a/source/games/duke/src/sectors_r.cpp b/source/games/duke/src/sectors_r.cpp index e7f6af4e2..a8d2abe96 100644 --- a/source/games/duke/src/sectors_r.cpp +++ b/source/games/duke/src/sectors_r.cpp @@ -976,7 +976,7 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw if (wal->twoSided()) wal->nextWall()->cstat = 0; - auto spawned = CreateActor(sptr, pos, SECTOREFFECTOR, 0, DVector2(0, 0), ps[0].angle.ang, 0., 0., spr, 3); + auto spawned = CreateActor(sptr, pos, SECTOREFFECTOR, 0, DVector2(0, 0), ps[0].angle.ZzANGLE, 0., 0., spr, 3); if (spawned) { spawned->spr.lotag = SE_128_GLASS_BREAKING; @@ -997,7 +997,7 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw if (wal->twoSided()) wal->nextWall()->cstat = 0; - auto spawned = CreateActor(sptr, pos, SECTOREFFECTOR, 0, DVector2(0, 0), ps[0].angle.ang, 0., 0., spr, 3); + auto spawned = CreateActor(sptr, pos, SECTOREFFECTOR, 0, DVector2(0, 0), ps[0].angle.ZzANGLE, 0., 0., spr, 3); if (spawned) { spawned->spr.lotag = SE_128_GLASS_BREAKING; @@ -1339,7 +1339,7 @@ void checkplayerhurt_r(player_struct* p, const Collision &coll) { case BIGFORCE: p->hurt_delay = 26; - fi.checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->angle.ang.ToVector() * 2, -1); + fi.checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->angle.ZzANGLE.ToVector() * 2, -1); break; } diff --git a/source/games/duke/src/sounds.cpp b/source/games/duke/src/sounds.cpp index 6c0457044..167fb4e0f 100644 --- a/source/games/duke/src/sounds.cpp +++ b/source/games/duke/src/sounds.cpp @@ -354,7 +354,7 @@ void S_GetCamera(DVector3* c, DAngle* ca, sectortype** cs) else c->Zero(); } if (cs) *cs = p->cursector; - if (ca) *ca = p->angle.ang; + if (ca) *ca = p->angle.ZzANGLE; } else { diff --git a/source/games/duke/src/spawn.cpp b/source/games/duke/src/spawn.cpp index b23cf2a18..423edac3a 100644 --- a/source/games/duke/src/spawn.cpp +++ b/source/games/duke/src/spawn.cpp @@ -427,7 +427,7 @@ void initshell(DDukeActor* actj, DDukeActor* act, bool isshell) if (actj->isPlayer()) { snum = actj->PlayerIndex(); - ang = ps[snum].angle.ang - mapangle((krand() & 63) + 8); //Fine tune + ang = ps[snum].angle.ZzANGLE - mapangle((krand() & 63) + 8); //Fine tune act->temp_data[0] = krand() & 1; act->spr.pos.Z = 3 + ps[snum].GetActor()->getOffsetZ() + ps[snum].pyoff + (ps[snum].horizon.horizSUM().Tan() * 8.) + (!isshell ? 3 : 0); diff --git a/source/games/duke/src/vmexports.cpp b/source/games/duke/src/vmexports.cpp index b4c38abd7..6b86d7831 100644 --- a/source/games/duke/src/vmexports.cpp +++ b/source/games/duke/src/vmexports.cpp @@ -863,7 +863,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, settargetangle, dukeplayer_settargeta double dukeplayer_angle(player_struct* self) { - return self->angle.ang.Degrees(); + return self->angle.ZzANGLE.Degrees(); } DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, angle, dukeplayer_angle) diff --git a/source/games/exhumed/src/osdcmds.cpp b/source/games/exhumed/src/osdcmds.cpp index 47701bfa0..90985283e 100644 --- a/source/games/exhumed/src/osdcmds.cpp +++ b/source/games/exhumed/src/osdcmds.cpp @@ -48,7 +48,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang) if (ang != DAngle::fromDeg(INT_MIN)) { - nPlayer->angle.oang = nPlayer->angle.ang = ang; + nPlayer->angle.oang = nPlayer->angle.ZzANGLE = ang; } } diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index 1d5962880..04edc6763 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -293,8 +293,8 @@ void RestartPlayer(int nPlayer) pActor->spr.pos = nNStartSprite->spr.pos; ChangeActorSect(pActor, nNStartSprite->sector()); - plr->angle.ang = nNStartSprite->spr.Angles.Yaw; // check me out later. - pActor->spr.Angles.Yaw = plr->angle.ang; // check me out later. + plr->angle.ZzANGLE = nNStartSprite->spr.Angles.Yaw; // check me out later. + pActor->spr.Angles.Yaw = plr->angle.ZzANGLE; // check me out later. floorsprt = insertActor(pActor->sector(), 0); @@ -307,8 +307,8 @@ void RestartPlayer(int nPlayer) { pActor->spr.pos.XY() = plr->sPlayerSave.pos.XY(); pActor->spr.pos.Z = plr->sPlayerSave.pSector->floorz; - plr->angle.ang = plr->sPlayerSave.nAngle; - pActor->spr.Angles.Yaw = plr->angle.ang; // check me out later. + plr->angle.ZzANGLE = plr->sPlayerSave.nAngle; + pActor->spr.Angles.Yaw = plr->angle.ZzANGLE; // check me out later. floorsprt = nullptr; } @@ -664,7 +664,7 @@ static void pickupMessage(int no) void UpdatePlayerSpriteAngle(Player* pPlayer) { - inita = pPlayer->angle.ang; + inita = pPlayer->angle.ZzANGLE; if (pPlayer->pActor) pPlayer->pActor->spr.Angles.Yaw = inita; } diff --git a/source/games/exhumed/src/sequence.cpp b/source/games/exhumed/src/sequence.cpp index c0d5e58f2..6b046914f 100644 --- a/source/games/exhumed/src/sequence.cpp +++ b/source/games/exhumed/src/sequence.cpp @@ -414,7 +414,7 @@ void seq_DrawPilotLightSeq(double xOffset, double yOffset) double x = ChunkXpos[nFrameBase] + (160 + xOffset); double y = ChunkYpos[nFrameBase] + (100 + yOffset); - hud_drawsprite(x, y, 65536, fmod(-2 * PlayerList[nLocalPlayer].angle.ang.Buildfang(), kAngleMask + 1), nTile, 0, 0, 1); + hud_drawsprite(x, y, 65536, fmod(-2 * PlayerList[nLocalPlayer].angle.ZzANGLE.Buildfang(), kAngleMask + 1), nTile, 0, 0, 1); nFrameBase++; } } diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index 890b60de5..8affc1c9b 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -1263,7 +1263,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly) if (pp->sop_control && (!cl_sointerpolation || (CommEnabled && !pp->sop_remote))) { tpos = pp->actor->getPosWithOffsetZ(); - tang = pp->angle.ang; + tang = pp->angle.ZzANGLE; } tsect = pp->cursector; updatesectorz(tpos, &tsect); diff --git a/source/games/sw/src/game.cpp b/source/games/sw/src/game.cpp index 633ce0aa6..fb9814be7 100644 --- a/source/games/sw/src/game.cpp +++ b/source/games/sw/src/game.cpp @@ -414,7 +414,7 @@ void InitLevel(MapRecord *maprec) SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name); STAT_NewLevel(currentLevel->fileName); TITLE_InformName(currentLevel->name); - Player[0].angle.ang = DAngle::fromBuild(ang); + Player[0].angle.ZzANGLE = DAngle::fromBuild(ang); auto vissect = §or[0]; // hack alert! if (vissect->extra != -1) diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 41acf44e1..856735563 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1956,7 +1956,7 @@ inline bool SectorIsUnderwaterArea(sectortype* sect) inline bool PlayerFacingRange(PLAYER* pp, DSWActor* a, DAngle range) { - return absangle((a->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle(), pp->angle.ang) < range; + return absangle((a->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle(), pp->angle.ZzANGLE) < range; } inline bool FacingRange(DSWActor* a1, DSWActor* a2, DAngle range) diff --git a/source/games/sw/src/input.cpp b/source/games/sw/src/input.cpp index 93ae73f0f..334d8dfdd 100644 --- a/source/games/sw/src/input.cpp +++ b/source/games/sw/src/input.cpp @@ -207,7 +207,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju if (packet) { *packet = loc; - auto velvect = DVector2(loc.fvel, loc.svel).Rotated(pp->angle.ang); + auto velvect = DVector2(loc.fvel, loc.svel).Rotated(pp->angle.ZzANGLE); packet->fvel = (float)velvect.X; packet->svel = (float)velvect.Y; loc = {}; diff --git a/source/games/sw/src/jsector.cpp b/source/games/sw/src/jsector.cpp index 8f71458f0..387c6993c 100644 --- a/source/games/sw/src/jsector.cpp +++ b/source/games/sw/src/jsector.cpp @@ -612,7 +612,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio) if (TEST_BOOL11(camactor) && numplayers > 1) { - drawroomstotile(cp->actor->getPosWithOffsetZ(), cp->angle.ang, cp->horizon.ZzHORIZON, cp->cursector, mirror[cnt].campic, smoothratio); + drawroomstotile(cp->actor->getPosWithOffsetZ(), cp->angle.ZzANGLE, cp->horizon.ZzHORIZON, cp->cursector, mirror[cnt].campic, smoothratio); } else { diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 87e6bfbd5..a23d04b3a 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -1260,7 +1260,7 @@ int PlayerInitChemBomb(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, pp->cursector, pos, pp->angle.ang, CHEMBOMB_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, pp->cursector, pos, pp->angle.ZzANGLE, CHEMBOMB_VELOCITY); // don't throw it as far if crawling if (pp->Flags & (PF_CRAWLING)) @@ -1632,7 +1632,7 @@ int PlayerInitCaltrops(PLAYER* pp) auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 8); - auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector, pos, pp->angle.ang, (CHEMBOMB_VELOCITY + RandomRangeF(CHEMBOMB_VELOCITY)) / 2); + auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector, pos, pp->angle.ZzANGLE, (CHEMBOMB_VELOCITY + RandomRangeF(CHEMBOMB_VELOCITY)) / 2); // don't throw it as far if crawling if (pp->Flags & (PF_CRAWLING)) diff --git a/source/games/sw/src/mclip.cpp b/source/games/sw/src/mclip.cpp index 856a478b7..bba88e4ea 100644 --- a/source/games/sw/src/mclip.cpp +++ b/source/games/sw/src/mclip.cpp @@ -59,7 +59,7 @@ Collision MultiClipMove(PLAYER* pp, double zz, double floordist) { // move the box to position instead of using offset- this prevents small rounding errors // allowing you to move through wall - DAngle ang = (pp->angle.ang + sop->clipbox_ang[i]); + DAngle ang = (pp->angle.ZzANGLE + sop->clipbox_ang[i]); DVector3 spos(pp->actor->getPosWithOffsetZ(), zz); DVector2 vect = ang.ToVector() * sop->clipbox_vdist[i]; diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index d90cd30d5..914d4943b 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -2393,7 +2393,7 @@ void InitPlayerSprite(PLAYER* pp, const DVector3& spawnpos) COVER_SetReverb(0); // Turn off any echoing that may have been going before pp->Reverb = 0; - auto actor = SpawnActor(STAT_PLAYER0 + pnum, NINJA_RUN_R0, nullptr, pp->cursector, spawnpos.plusZ(PLAYER_HEIGHTF), pp->angle.ang); + auto actor = SpawnActor(STAT_PLAYER0 + pnum, NINJA_RUN_R0, nullptr, pp->cursector, spawnpos.plusZ(PLAYER_HEIGHTF), pp->angle.ZzANGLE); actor->viewzoffset = -PLAYER_HEIGHTF; // if too close to the floor - stand up @@ -2475,7 +2475,7 @@ void SpawnPlayerUnderSprite(PLAYER* pp) int pnum = int(pp - Player); pp->PlayerUnderActor = SpawnActor(STAT_PLAYER_UNDER0 + pnum, - NINJA_RUN_R0, nullptr, pp->cursector, pp->actor->getPosWithOffsetZ(), pp->angle.ang); + NINJA_RUN_R0, nullptr, pp->cursector, pp->actor->getPosWithOffsetZ(), pp->angle.ZzANGLE); DSWActor* actor = pp->PlayerUnderActor; diff --git a/source/games/sw/src/osdcmds.cpp b/source/games/sw/src/osdcmds.cpp index 380a70364..d15e7dc21 100644 --- a/source/games/sw/src/osdcmds.cpp +++ b/source/games/sw/src/osdcmds.cpp @@ -66,7 +66,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang) if (ang != DAngle::fromDeg(INT_MIN)) { - Player->angle.oang = Player->angle.ang = ang; + Player->angle.oang = Player->angle.ZzANGLE = ang; } } diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 6932475bb..ba1afd423 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1311,7 +1311,7 @@ void DoPlayerTeleportPause(PLAYER* pp) void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang) { - pp->angle.ang = pp->angle.oang = ang; + pp->angle.ZzANGLE = pp->angle.oang = ang; pp->actor->spr.pos = pos; pp->actor->backuppos(); @@ -1510,14 +1510,14 @@ void UpdatePlayerSpriteAngle(PLAYER* pp) { DSWActor* plActor = pp->actor; plActor->backupang(); - plActor->spr.Angles.Yaw = pp->angle.ang; // check me out later. + plActor->spr.Angles.Yaw = pp->angle.ZzANGLE; // check me out later. plActor = pp->PlayerUnderActor; if (!Prediction && plActor) { plActor->backupang(); - plActor->spr.Angles.Yaw = pp->angle.ang; // check me out later. + plActor->spr.Angles.Yaw = pp->angle.ZzANGLE; // check me out later. } } @@ -1557,11 +1557,11 @@ void DoPlayerTurnVehicle(PLAYER* pp, float avel, double zz, double floordist) if (avel != 0) { - auto sum = pp->angle.ang + DAngle::fromDeg(avel); + auto sum = pp->angle.ZzANGLE + DAngle::fromDeg(avel); if (MultiClipTurn(pp, sum, zz, floordist)) { - pp->angle.ang = sum; - pp->actor->spr.Angles.Yaw = pp->angle.ang; // check me out later. + pp->angle.ZzANGLE = sum; + pp->actor->spr.Angles.Yaw = pp->angle.ZzANGLE; // check me out later. } } } @@ -1591,11 +1591,11 @@ void DoPlayerTurnVehicleRect(PLAYER* pp, DVector2* pos, DVector2* opos) if (avel != 0) { - auto sum = pp->angle.ang + DAngle::fromDeg(avel); + auto sum = pp->angle.ZzANGLE + DAngle::fromDeg(avel); if (RectClipTurn(pp, sum, pos, opos)) { - pp->angle.ang = sum; - pp->actor->spr.Angles.Yaw = pp->angle.ang; // check me out later. + pp->angle.ZzANGLE = sum; + pp->actor->spr.Angles.Yaw = pp->angle.ZzANGLE; // check me out later. } } } @@ -1625,7 +1625,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel) if (fabs(avel) >= FLT_EPSILON) { - new_ang = pp->angle.ang + DAngle::fromDeg(avel); + new_ang = pp->angle.ZzANGLE + DAngle::fromDeg(avel); if (sop->limit_ang_center >= nullAngle) { @@ -1640,11 +1640,11 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel) } } - pp->angle.ang = new_ang; - pp->actor->spr.Angles.Yaw = pp->angle.ang; // check me out later. + pp->angle.ZzANGLE = new_ang; + pp->actor->spr.Angles.Yaw = pp->angle.ZzANGLE; // check me out later. } - OperateSectorObject(pp->sop, pp->angle.ang, pp->sop->pmid); + OperateSectorObject(pp->sop, pp->angle.ZzANGLE, pp->sop->pmid); } //--------------------------------------------------------------------------- @@ -1677,7 +1677,7 @@ void SlipSlope(PLAYER* pp) void DoPlayerHorizon(PLAYER* pp, float const horz, double const scaleAdjust) { bool const canslopetilt = !(pp->Flags & (PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING)) && pp->cursector && (pp->cursector->floorstat & CSTAT_SECTOR_SLOPE); - pp->horizon.doViewPitch(pp->actor->spr.pos.XY(), pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursector, scaleAdjust, (pp->Flags & PF_CLIMBING)); + pp->horizon.doViewPitch(pp->actor->spr.pos.XY(), pp->angle.ZzANGLE, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursector, scaleAdjust, (pp->Flags & PF_CLIMBING)); pp->horizon.applyPitch(horz, &pp->input.actions, scaleAdjust); } @@ -1850,7 +1850,7 @@ void UpdatePlayerSprite(PLAYER* pp) if (pp->Flags & (PF_DEAD)) { ChangeActorSect(pp->actor, pp->cursector); - actor->spr.Angles.Yaw = pp->angle.ang; // check me out later. + actor->spr.Angles.Yaw = pp->angle.ZzANGLE; // check me out later. UpdatePlayerUnderSprite(pp); return; } @@ -1896,7 +1896,7 @@ void UpdatePlayerSprite(PLAYER* pp) UpdatePlayerUnderSprite(pp); - actor->spr.Angles.Yaw = pp->angle.ang; // check me out later. + actor->spr.Angles.Yaw = pp->angle.ZzANGLE; // check me out later. } //--------------------------------------------------------------------------- @@ -2353,7 +2353,7 @@ void DoTankTreads(PLAYER* pp) return; int vel = int(pp->vect.Length() * 1024); - double dot = pp->vect.dot(pp->angle.ang.ToVector()); + double dot = pp->vect.dot(pp->angle.ZzANGLE.ToVector()); if (dot < 0) reverse = true; @@ -2551,7 +2551,7 @@ void DriveCrush(PLAYER* pp, DVector2* quad) continue; damage = -(actor->user.Health + 100); - PlayerDamageSlide(actor->user.PlayerP, damage, pp->angle.ang); + PlayerDamageSlide(actor->user.PlayerP, damage, pp->angle.ZzANGLE); PlayerUpdateHealth(actor->user.PlayerP, damage); PlayerCheckDeath(actor->user.PlayerP, pp->actor); } @@ -2671,7 +2671,7 @@ void DoPlayerMoveVehicle(PLAYER* pp) } auto save_sect = pp->cursector; - OperateSectorObject(pp->sop, pp->angle.ang, { MAXSO, MAXSO }); + OperateSectorObject(pp->sop, pp->angle.ZzANGLE, { MAXSO, MAXSO }); pp->setcursector(pp->sop->op_main_sector); // for speed double floordist = abs(zz - pp->sop->floor_loz); @@ -2699,7 +2699,7 @@ void DoPlayerMoveVehicle(PLAYER* pp) DVector3 hitpos((pos[0] + pos[1]) * 0.5, pp->cursector->floorz - 10); hitscan(hitpos, pp->cursector, - DVector3(pp->angle.ang.ToVector() * 16, 0), + DVector3(pp->angle.ZzANGLE.ToVector() * 16, 0), hit, CLIPMASK_PLAYER); if ((hit.hitpos.XY() - hitpos.XY()).LengthSquared() < 50 * 50) @@ -2772,7 +2772,7 @@ void DoPlayerMoveVehicle(PLAYER* pp) } } - OperateSectorObject(pp->sop, pp->angle.ang, pp->actor->spr.pos.XY()); + OperateSectorObject(pp->sop, pp->angle.ZzANGLE, pp->actor->spr.pos.XY()); pp->cursector = save_sect; // for speed if (!SyncInput()) @@ -3265,7 +3265,7 @@ void DoPlayerClimb(PLAYER* pp) pp->vect.X = pp->vect.Y = 0; double climbVel = pp->vect.Length(); - double dot = pp->vect.dot(pp->angle.ang.ToVector()); + double dot = pp->vect.dot(pp->angle.ZzANGLE.ToVector()); if (dot < 0) climbVel = -climbVel; @@ -3406,7 +3406,7 @@ void DoPlayerClimb(PLAYER* pp) HitInfo near; // constantly look for new ladder sector because of warping at any time - neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->angle.ang, near, 50., NT_Lotag | NT_Hitag | NT_NoSpriteCheck); + neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->angle.ZzANGLE, near, 50., NT_Lotag | NT_Hitag | NT_NoSpriteCheck); if (near.hitWall) { @@ -3446,7 +3446,7 @@ int DoPlayerWadeSuperJump(PLAYER* pp) //for (i = 0; i < SIZ(angs); i++) { - FAFhitscan(DVector3(pp->actor->spr.pos.XY(), zh), pp->cursector, DVector3(pp->angle.ang.ToVector() * 1024, 0), hit, CLIPMASK_MISSILE); + FAFhitscan(DVector3(pp->actor->spr.pos.XY(), zh), pp->cursector, DVector3(pp->angle.ZzANGLE.ToVector() * 1024, 0), hit, CLIPMASK_MISSILE); if (hit.hitWall != nullptr && hit.hitSector != nullptr) { @@ -3759,9 +3759,9 @@ bool PlayerOnLadder(PLAYER* pp) if (Prediction) return false; - neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->angle.ang, near, 64. + 48., NT_Lotag | NT_Hitag); + neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->angle.ZzANGLE, near, 64. + 48., NT_Lotag | NT_Hitag); - double dir = pp->vect.dot(pp->angle.ang.ToVector()); + double dir = pp->vect.dot(pp->angle.ZzANGLE.ToVector()); if (dir < 0) return false; @@ -3771,12 +3771,12 @@ bool PlayerOnLadder(PLAYER* pp) for (i = 0; i < SIZ(angles); i++) { - neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->angle.ang + angles[i], near, 37.5, NT_Lotag | NT_Hitag | NT_NoSpriteCheck); + neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->angle.ZzANGLE + angles[i], near, 37.5, NT_Lotag | NT_Hitag | NT_NoSpriteCheck); if (near.hitWall == nullptr || near.hitpos.X < 6.25 || near.hitWall->lotag != TAG_WALL_CLIMB) return false; - FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3((pp->angle.ang + angles[i]).ToVector() * 1024, 0), hit, CLIPMASK_MISSILE); + FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3((pp->angle.ZzANGLE + angles[i]).ToVector() * 1024, 0), hit, CLIPMASK_MISSILE); if (hit.actor() != nullptr) { @@ -5122,7 +5122,7 @@ void DoPlayerBeginOperate(PLAYER* pp) pp->sop = pp->sop_control = sop; sop->controller = pp->actor; - pp->angle.oang = pp->angle.ang = sop->ang; + pp->angle.oang = pp->angle.ZzANGLE = sop->ang; pp->actor->spr.pos.XY() = sop->pmid.XY(); updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector); calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz); @@ -5212,7 +5212,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop) auto save_sect = pp->cursector; - pp->angle.oang = pp->angle.ang = sop->ang; + pp->angle.oang = pp->angle.ZzANGLE = sop->ang; pp->actor->spr.pos.XY() = sop->pmid.XY(); updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector); calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz); @@ -5334,9 +5334,9 @@ void DoPlayerStopOperate(PLAYER* pp) { DSWActor* rsp = pp->remoteActor; if (TEST_BOOL1(rsp)) - pp->angle.ang = pp->angle.oang = rsp->spr.Angles.Yaw; // check me out later. + pp->angle.ZzANGLE = pp->angle.oang = rsp->spr.Angles.Yaw; // check me out later. else - pp->angle.ang = pp->angle.oang = (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle(); + pp->angle.ZzANGLE = pp->angle.oang = (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle(); } if (pp->sop_control) @@ -5968,7 +5968,7 @@ void DoPlayerDeathFollowKiller(PLAYER* pp) { if (FAFcansee(ActorVectOfTop(killer), killer->sector(), pp->actor->getPosWithOffsetZ(), pp->cursector)) { - pp->angle.addadjustment(deltaangle(pp->angle.ang, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.)); + pp->angle.addadjustment(deltaangle(pp->angle.ZzANGLE, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.)); } } } @@ -6004,7 +6004,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp) plActor->spr.picnum = plActor->user.State->Pic; plActor->spr.picnum = plActor->user.State->Pic; plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); - plActor->spr.Angles.Yaw = pp->angle.ang; // check me out later. + plActor->spr.Angles.Yaw = pp->angle.ZzANGLE; // check me out later. DoSpawnTeleporterEffect(plActor); PlaySound(DIGI_TELEPORT, pp, v3df_none); @@ -7047,7 +7047,7 @@ void InitAllPlayers(void) // Initialize all [MAX_SW_PLAYERS] arrays here! for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++) { - pp->angle.ang = pp->angle.oang = pfirst->angle.ang; + pp->angle.ZzANGLE = pp->angle.oang = pfirst->angle.ZzANGLE; pp->horizon.ZzHORIZON = pp->horizon.ZzOLDHORIZON = pfirst->horizon.ZzHORIZON; pp->cursector = pfirst->cursector; // set like this so that player can trigger something on start of the level @@ -7203,7 +7203,7 @@ void PlayerSpawnPosition(PLAYER* pp) ASSERT(spawn_sprite != nullptr); - pp->angle.ang = pp->angle.oang = spawn_sprite->spr.Angles.Yaw; // check me out later. + pp->angle.ZzANGLE = pp->angle.oang = spawn_sprite->spr.Angles.Yaw; // check me out later. pp->setcursector(spawn_sprite->sector()); if (pp->actor) @@ -7266,7 +7266,7 @@ void InitMultiPlayerInfo(const DVector3& spawnpos) continue; } - auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursector, spawnpos.plusZ(PLAYER_HEIGHTF), pp->angle.ang); + auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursector, spawnpos.plusZ(PLAYER_HEIGHTF), pp->angle.ZzANGLE); start0->viewzoffset = -PLAYER_HEIGHTF; // if too close to the floor - stand up @@ -7559,7 +7559,7 @@ DEFINE_ACTION_FUNCTION(_SWPlayer, MaxUserHealth) DEFINE_ACTION_FUNCTION(_SWPlayer, GetBuildAngle) { PARAM_SELF_STRUCT_PROLOGUE(PLAYER); - ACTION_RETURN_INT(self->angle.ang.Buildang()); + ACTION_RETURN_INT(self->angle.ZzANGLE.Buildang()); } DEFINE_ACTION_FUNCTION(_SW, WeaponMaxAmmo) diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index 6415f1f87..28bcc5f9b 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -2140,7 +2140,7 @@ bool NearThings(PLAYER* pp) return false; } - neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->angle.ang, near, 64., NT_Lotag | NT_Hitag); + neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->angle.ZzANGLE, near, 64., NT_Lotag | NT_Hitag); // hit a sprite? Check to see if it has sound info in it! @@ -2173,7 +2173,7 @@ bool NearThings(PLAYER* pp) { HitInfo hit{}; - FAFhitscan(pp->actor->getPosWithOffsetZ().plusZ(-30), pp->cursector, DVector3(pp->angle.ang.ToVector() * 1024, 0), hit, CLIPMASK_MISSILE); + FAFhitscan(pp->actor->getPosWithOffsetZ().plusZ(-30), pp->cursector, DVector3(pp->angle.ZzANGLE.ToVector() * 1024, 0), hit, CLIPMASK_MISSILE); if (hit.hitSector == nullptr) return false; @@ -2221,7 +2221,7 @@ void NearTagList(NEAR_TAG_INFO* ntip, PLAYER* pp, double z, double dist, int typ HitInfo near; - neartag(DVector3(pp->actor->spr.pos.XY(), z), pp->cursector, pp->angle.ang, near, dist, type); + neartag(DVector3(pp->actor->spr.pos.XY(), z), pp->cursector, pp->angle.ZzANGLE, near, dist, type); if (near.hitSector != nullptr) { diff --git a/source/games/sw/src/sounds.cpp b/source/games/sw/src/sounds.cpp index fef8a60f8..09d5c7df8 100644 --- a/source/games/sw/src/sounds.cpp +++ b/source/games/sw/src/sounds.cpp @@ -603,7 +603,7 @@ void GameInterface::UpdateSounds(void) else tang = (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle(); } - else tang = pp->angle.ang; + else tang = pp->angle.ZzANGLE; listener.angle = float(-tang.Radians()); listener.velocity.Zero(); diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index d7b139017..888f06faf 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -1480,7 +1480,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move) { pp->Flags |= (PF_PLAYER_RIDING); - pp->RevolveAng = pp->angle.ang; + pp->RevolveAng = pp->angle.ZzANGLE; pp->Revolve.XY() = pp->actor->spr.pos.XY(); // set the delta angle to 0 when moving @@ -1502,7 +1502,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move) // save the current information so when Player stops // moving then you // know where he was last - pp->RevolveAng = pp->angle.ang; + pp->RevolveAng = pp->angle.ZzANGLE; pp->Revolve.XY() = pp->actor->spr.pos.XY(); // set the delta angle to 0 when moving @@ -1516,7 +1516,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move) pp->Revolve += move; // Last known angle is now adjusted by the delta angle - pp->RevolveAng = deltaangle(pp->RevolveDeltaAng, pp->angle.ang); + pp->RevolveAng = deltaangle(pp->RevolveDeltaAng, pp->angle.ZzANGLE); } // increment Players delta angle @@ -1529,7 +1529,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move) // New angle is formed by taking last known angle and // adjusting by the delta angle - pp->angle.addadjustment(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->angle.ang)); + pp->angle.addadjustment(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->angle.ZzANGLE)); UpdatePlayerSprite(pp); } diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index e22e5ed77..7e514b6f6 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -11584,7 +11584,7 @@ void InitSpellRing(PLAYER* pp) DAngle ang_diff = DAngle360 / max_missiles; - DAngle ang_start = pp->angle.ang - DAngle180; + DAngle ang_start = pp->angle.ZzANGLE - DAngle180; if (!SW_SHAREWARE) PlaySound(DIGI_RFWIZ, pp, v3df_none); @@ -11971,7 +11971,7 @@ void InitSpellNapalm(PLAYER* pp) for (i = 0; i < SIZ(mp); i++) { auto actor = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, pp->cursector, - pp->actor->getPosWithOffsetZ().plusZ(12), pp->angle.ang, NAPALM_VELOCITY*2); + pp->actor->getPosWithOffsetZ().plusZ(12), pp->angle.ZzANGLE, NAPALM_VELOCITY*2); actor->spr.hitag = LUMINOUS; //Always full brightness @@ -12106,7 +12106,7 @@ int InitSpellMirv(PLAYER* pp) if (!pp->insector()) return 0; - auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(12), pp->angle.ang, MIRV_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(12), pp->angle.ZzANGLE, MIRV_VELOCITY); PlaySound(DIGI_MIRVWIZ, actorNew, v3df_follow); @@ -12201,7 +12201,7 @@ int InitSwordAttack(PLAYER* pp) bubble = SpawnBubble(pp->actor); if (bubble != nullptr) { - bubble->spr.Angles.Yaw = pp->angle.ang; // check me out later. + bubble->spr.Angles.Yaw = pp->angle.ZzANGLE; // check me out later. auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8; @@ -12248,9 +12248,9 @@ int InitSwordAttack(PLAYER* pp) HitInfo hit{}; double dax = 1024., daz = 0; - DAngle daang = pp->angle.ang; + DAngle daang = pp->angle.ZzANGLE; setFreeAimVelocity(dax, daz, pp->horizon.ZzHORIZON, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.)); - FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->angle.ang.ToVector() * dax, daz), hit, CLIPMASK_MISSILE); + FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->angle.ZzANGLE.ToVector() * dax, daz), hit, CLIPMASK_MISSILE); if (hit.hitSector == nullptr) return 0; @@ -12326,7 +12326,7 @@ int InitSwordAttack(PLAYER* pp) if (hit.hitWall->lotag == TAG_WALL_BREAK) { - HitBreakWall(hit.hitWall, hit.hitpos, pp->angle.ang, plActor->user.ID); + HitBreakWall(hit.hitWall, hit.hitpos, pp->angle.ZzANGLE, plActor->user.ID); } // hit non breakable wall - do sound and puff else @@ -12369,7 +12369,7 @@ int InitFistAttack(PLAYER* pp) bubble = SpawnBubble(pp->actor); if (bubble != nullptr) { - bubble->spr.Angles.Yaw = pp->angle.ang; // check me out later. + bubble->spr.Angles.Yaw = pp->angle.ZzANGLE; // check me out later. auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8; @@ -12426,9 +12426,9 @@ int InitFistAttack(PLAYER* pp) { HitInfo hit{}; double dax = 1024., daz = 0; - auto daang = pp->angle.ang; + auto daang = pp->angle.ZzANGLE; setFreeAimVelocity(dax, daz, pp->horizon.ZzHORIZON, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.)); - FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->angle.ang.ToVector() * dax, daz), hit, CLIPMASK_MISSILE); + FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->angle.ZzANGLE.ToVector() * dax, daz), hit, CLIPMASK_MISSILE); if (hit.hitSector == nullptr) return 0; @@ -12517,7 +12517,7 @@ int InitFistAttack(PLAYER* pp) if (hit.hitWall->lotag == TAG_WALL_BREAK) { - HitBreakWall(hit.hitWall, hit.hitpos, pp->angle.ang, plActor->user.ID); + HitBreakWall(hit.hitWall, hit.hitpos, pp->angle.ZzANGLE, plActor->user.ID); } // hit non breakable wall - do sound and puff else @@ -12980,7 +12980,7 @@ int InitStar(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, pos, pp->angle.ang, STAR_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, pos, pp->angle.ZzANGLE, STAR_VELOCITY); SetOwner(pp->actor, actorNew); actorNew->spr.scale = DVector2(STAR_REPEAT, STAR_REPEAT); @@ -13080,7 +13080,7 @@ void InitHeartAttack(PLAYER* pp) return; auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, BLOOD_WORM, s_BloodWorm, pp->cursector, - pp->actor->getPosWithOffsetZ().plusZ(12), pp->angle.ang, BLOOD_WORM_VELOCITY*2); + pp->actor->getPosWithOffsetZ().plusZ(12), pp->angle.ZzANGLE, BLOOD_WORM_VELOCITY*2); actorNew->spr.hitag = LUMINOUS; //Always full brightness @@ -13231,7 +13231,7 @@ int InitShotgun(PLAYER* pp) if (WeaponAutoAimHitscan(pp->actor, &daz, &daang, false) == nullptr) { setFreeAimVelocity(dax, daz, pp->horizon.ZzHORIZON, 1000.); - daang = pp->angle.ang; + daang = pp->angle.ZzANGLE; } double ndaz; @@ -13383,7 +13383,7 @@ int InitLaser(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector, pos, pp->angle.ang, 18.75); + auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector, pos, pp->angle.ZzANGLE, 18.75); actorNew->spr.hitag = LUMINOUS; //Always full brightness SetOwner(pp->actor, actorNew); @@ -13481,7 +13481,7 @@ int InitRail(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector, pos, pp->angle.ang, 75); + auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector, pos, pp->angle.ZzANGLE, 75); SetOwner(pp->actor, actorNew); @@ -13646,7 +13646,7 @@ int InitRocket(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->angle.ang, ROCKET_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->angle.ZzANGLE, ROCKET_VELOCITY); SetOwner(pp->actor, actorNew); actorNew->spr.scale = DVector2(1.40626, 1.40625); @@ -13753,7 +13753,7 @@ int InitBunnyRocket(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursector, pos, pp->angle.ang, ROCKET_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursector, pos, pp->angle.ZzANGLE, ROCKET_VELOCITY); SetOwner(pp->actor, actorNew); actorNew->spr.scale = DVector2(1, 1); @@ -13855,7 +13855,7 @@ int InitNuke(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->angle.ang, 700/16.); + auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->angle.ZzANGLE, 700/16.); SetOwner(pp->actor, actorNew); actorNew->spr.scale = DVector2(2, 2); @@ -13912,7 +13912,7 @@ int InitNuke(PLAYER* pp) UpdateChangeXY(actorNew); actorNew->user.change.Z = zvel; - PlayerDamageSlide(pp, -40, pp->angle.ang + DAngle180); // Recoil slide + PlayerDamageSlide(pp, -40, pp->angle.ZzANGLE + DAngle180); // Recoil slide return 0; } @@ -14031,7 +14031,7 @@ int InitMicro(PLAYER* pp) else { picked = nullptr; - angle = pp->angle.ang; + angle = pp->angle.ZzANGLE; } auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 4 + RandomRange(20)); @@ -15226,7 +15226,7 @@ int InitTracerUzi(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(nz), pp->angle.ang, TRACER_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(nz), pp->angle.ZzANGLE, TRACER_VELOCITY); actorNew->spr.hitag = LUMINOUS; //Always full brightness SetOwner(pp->actor, actorNew); @@ -15524,7 +15524,7 @@ int InitUzi(PLAYER* pp) } else { - daang = pp->angle.ang + mapangle(RandomRange(24) - 12); + daang = pp->angle.ZzANGLE + mapangle(RandomRange(24) - 12); setFreeAimVelocity(dax, daz, pp->horizon.ZzHORIZON, 1000. - (RandomRangeF(24000/256.) - 12000/256.)); } @@ -16667,7 +16667,7 @@ int InitGrenade(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], pp->cursector, pos, pp->angle.ang, GRENADE_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], pp->cursector, pos, pp->angle.ZzANGLE, GRENADE_VELOCITY); // don't throw it as far if crawling if (pp->Flags & (PF_CRAWLING)) @@ -16805,7 +16805,7 @@ int InitMine(PLAYER* pp) // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, pp->cursector, pos, pp->angle.ang, MINE_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, pp->cursector, pos, pp->angle.ZzANGLE, MINE_VELOCITY); SetOwner(pp->actor, actorNew); actorNew->spr.scale = DVector2(0.5, 0.5); @@ -16828,7 +16828,7 @@ int InitMine(PLAYER* pp) UpdateChange(actorNew, 0.5); - double dot = pp->vect.dot(pp->angle.ang.ToVector()); + double dot = pp->vect.dot(pp->angle.ZzANGLE.ToVector()); // don't adjust for strafing // not really sure what to do here as the original formula was very likely to overflow, creating a Q0.32 value. @@ -16933,7 +16933,7 @@ int InitFireball(PLAYER* pp) auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 15); - auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, pos, pp->angle.ang, FIREBALL_VELOCITY); + auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, pos, pp->angle.ZzANGLE, FIREBALL_VELOCITY); actorNew->spr.hitag = LUMINOUS; //Always full brightness actorNew->spr.scale = DVector2(0.625, 0.625); diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index 0ee282e71..4236c3f85 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -787,7 +787,7 @@ void SpawnZombie(PLAYER* pp, DSWActor* weaponActor) if (ownerActor == nullptr) return; - auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->actor->getPosWithOffsetZ(), pp->angle.ang, 0); + auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->actor->getPosWithOffsetZ(), pp->angle.ZzANGLE, 0); SetOwner(actorNew, ownerActor); actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal; actorNew->spr.Angles.Yaw = RandomAngle();