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- Remove old PlayerAngles
backup/restore methods.
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parent
630c10856e
commit
bef4536c1f
11 changed files with 18 additions and 47 deletions
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@ -146,6 +146,17 @@ public:
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viewzoffset = oviewzoffset;
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}
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void restoreang()
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{
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spr.Angles = PrevAngles;
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}
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void restoreloc()
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{
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restorepos();
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restoreang();
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}
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double getOffsetZ()
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{
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return spr.pos.Z + viewzoffset;
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@ -94,33 +94,11 @@ struct PlayerAngles
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// Legacy, to be removed.
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DAngle ZzHORIZOFF, ZzOHORIZOFF;
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void backupPitch()
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{
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ZzOLDHORIZON() = ZzHORIZON();
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ZzOHORIZOFF = ZzHORIZOFF;
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}
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void restorePitch()
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{
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ZzHORIZON() = ZzOLDHORIZON();
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ZzHORIZOFF = ZzOHORIZOFF;
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}
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DAngle horizOLDSUM() { return ZzOLDHORIZON() + ZzOHORIZOFF; }
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DAngle horizSUM() { return ZzHORIZON() + ZzHORIZOFF; }
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DAngle horizLERPSUM(double const interpfrac) { return interpolatedvalue(horizOLDSUM(), horizSUM(), interpfrac); }
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DAngle ZzLOOKANG, ZzOLDLOOKANG, ZzROTSCRNANG, ZzOLDROTSCRNANG, YawSpin;
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void backupYaw()
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{
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ZzOLDANGLE() = ZzANGLE();
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ZzOLDLOOKANG = ZzLOOKANG;
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ZzOLDROTSCRNANG = ZzROTSCRNANG;
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}
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void restoreYaw()
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{
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ZzANGLE() = ZzOLDANGLE();
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ZzLOOKANG = ZzOLDLOOKANG;
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ZzROTSCRNANG = ZzOLDROTSCRNANG;
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}
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DAngle angOLDSUM() { return ZzOLDANGLE() + ZzOLDLOOKANG; }
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DAngle angSUM() { return ZzANGLE() + ZzLOOKANG; }
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DAngle angLERPSUM(double const interpfrac) { return interpolatedvalue(angOLDSUM(), angSUM(), interpfrac); }
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@ -203,8 +203,7 @@ void checkavailweapon(player_struct* player)
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void clearcamera(player_struct* ps)
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{
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ps->newOwner = nullptr;
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ps->GetActor()->restorepos();
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ps->Angles.restoreYaw();
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ps->GetActor()->restoreloc();
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updatesector(ps->GetActor()->getPosWithOffsetZ(), &ps->cursector);
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DukeStatIterator it(STAT_ACTOR);
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@ -1730,8 +1730,7 @@ static void greenslime(DDukeActor *actor)
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if (ps[p].newOwner != nullptr)
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{
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ps[p].newOwner = nullptr;
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ps[p].GetActor()->restorepos();
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ps[p].Angles.restoreYaw();
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ps[p].GetActor()->restoreloc();
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updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &ps[p].cursector);
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@ -2045,8 +2045,7 @@ int ParseState::parse(void)
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if(!isRR() && ps[g_p].newOwner != nullptr)
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{
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ps[g_p].newOwner = nullptr;
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ps[g_p].GetActor()->restorepos();
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ps[g_p].Angles.restoreYaw();
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ps[g_p].GetActor()->restoreloc();
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updatesector(ps[g_p].GetActor()->getPosWithOffsetZ(), &ps[g_p].cursector);
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DukeStatIterator it(STAT_ACTOR);
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@ -543,13 +543,6 @@ void footprints(int snum)
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//
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//---------------------------------------------------------------------------
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inline void backupplayer(player_struct* p)
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{
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p->backuppos();
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p->Angles.backupYaw();
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p->Angles.backupPitch();
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}
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void playerisdead(int snum, int psectlotag, double floorz, double ceilingz)
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{
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auto p = &ps[snum];
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@ -620,7 +613,7 @@ void playerisdead(int snum, int psectlotag, double floorz, double ceilingz)
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clipmove(p->GetActor()->spr.pos.XY(), p->GetActor()->getOffsetZ(), &p->cursector, DVector2( 0, 0), 10.25, 4., 4., CLIPMASK0, coll);
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}
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backupplayer(p);
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actor->backuploc();
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p->Angles.ZzHORIZOFF = p->Angles.ZzHORIZON() = nullAngle;
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@ -865,7 +858,6 @@ void checklook(int snum, ESyncBits actions)
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actions &= ~SB_LOOK_RIGHT;
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}
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}
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p->Angles.backupYaw();
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}
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//---------------------------------------------------------------------------
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@ -2762,7 +2762,6 @@ void processinput_d(int snum)
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if (SyncInput())
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{
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p->Angles.backupPitch();
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doslopetilting(p);
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}
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@ -3348,7 +3348,6 @@ void processinput_r(int snum)
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if (SyncInput())
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{
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p->Angles.backupPitch();
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doslopetilting(p);
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}
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@ -1061,8 +1061,7 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj)
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if (ps[p].newOwner != nullptr)
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{
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ps[p].newOwner = nullptr;
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ps[p].GetActor()->restorepos();
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ps[p].Angles.restoreYaw();
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ps[p].GetActor()->restoreloc();
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updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &ps[p].cursector);
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@ -904,8 +904,6 @@ void AIPlayer::Tick(RunListEvent* ev)
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int nAction = PlayerList[nPlayer].nAction;
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int nActionB = PlayerList[nPlayer].nAction;
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PlayerList[nPlayer].Angles.backupYaw();
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PlayerList[nPlayer].Angles.backupPitch();
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PlayerList[nPlayer].Angles.resetAdjustments();
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pPlayerActor->vel.XY() = sPlayerInput[nPlayer].vel;
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@ -2176,7 +2176,7 @@ void DoPlayerMove(PLAYER* pp)
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if (interpolate_ride)
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{
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pp->actor->backupz();
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pp->Angles.backupYaw();
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pp->actor->backupang();
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}
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// check for warp - probably can remove from CeilingHit
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@ -6677,10 +6677,8 @@ void MoveSkipSavePos(void)
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{
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pp = Player + pnum;
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pp->actor->backuppos();
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pp->actor->backuploc();
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pp->obob_z = pp->bob_z;
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pp->Angles.backupYaw();
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pp->Angles.backupPitch();
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pp->opbob_amt = pp->pbob_amt;
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}
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