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- SW: Rename Player::opos
to Player::PlayerPrevPosition
to make it easier to search upon.
This commit is contained in:
parent
cf25884675
commit
bf10d9816f
7 changed files with 19 additions and 19 deletions
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@ -811,7 +811,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub
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else // Otherwise just interpolate the player sprite
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{
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pp = tActor->user.PlayerP;
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tsp->pos = interpolatedvalue(pp->opos, pp->PlayerNowPosition, interpfrac);
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tsp->pos = interpolatedvalue(pp->PlayerPrevPosition, pp->PlayerNowPosition, interpfrac);
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tsp->angle = pp->angle.interpolatedang(interpfrac);
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}
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}
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@ -1240,7 +1240,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
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}
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// Get initial player position, interpolating if required.
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DVector3 tpos = interpolatedvalue(camerapp->opos, camerapp->PlayerNowPosition, interpfrac);
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DVector3 tpos = interpolatedvalue(camerapp->PlayerPrevPosition, camerapp->PlayerNowPosition, interpfrac);
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if (SyncInput() || pp != Player+myconnectindex)
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{
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tang = camerapp->angle.interpolatedsum(interpfrac);
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@ -538,7 +538,7 @@ struct PLAYER
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{
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// variable that fit in the sprite or user structure
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DVector3 PlayerNowPosition, opos, oldpos;
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DVector3 PlayerNowPosition, PlayerPrevPosition, oldpos;
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DSWActor* actor; // this may not be a TObjPtr!
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TObjPtr<DSWActor*> lowActor, highActor;
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@ -598,7 +598,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio)
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// If player is dead still then update at MoveSkip4
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// rate.
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if (pp->PlayerNowPosition.X == pp->opos.X && pp->PlayerNowPosition.Y == pp->opos.Y && pp->PlayerNowPosition.Z == pp->opos.Z)
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if (pp->PlayerNowPosition.X == pp->PlayerPrevPosition.X && pp->PlayerNowPosition.Y == pp->PlayerPrevPosition.Y && pp->PlayerNowPosition.Z == pp->PlayerPrevPosition.Z)
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DoCam = true;
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@ -58,7 +58,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
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{
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Player->PlayerNowPosition = DVector3(x,y,z);
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Player->opos = Player->PlayerNowPosition;
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Player->PlayerPrevPosition = Player->PlayerNowPosition;
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if (ang != DAngle::fromDeg(INT_MIN))
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{
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@ -1312,7 +1312,7 @@ void DoPlayerTeleportPause(PLAYER* pp)
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void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
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{
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pp->angle.ang = pp->angle.oang = ang;
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pp->opos = pp->PlayerNowPosition= pos.plusZ(-PLAYER_HEIGHTF);
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pp->PlayerPrevPosition = pp->PlayerNowPosition= pos.plusZ(-PLAYER_HEIGHTF);
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pp->oldpos.XY() = pp->PlayerNowPosition.XY();
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updatesector(pp->PlayerNowPosition, &pp->cursector);
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@ -1327,7 +1327,7 @@ void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
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void DoPlayerTeleportToOffset(PLAYER* pp)
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{
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pp->oldpos.XY() = pp->opos.XY() = pp->PlayerNowPosition.XY();
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pp->oldpos.XY() = pp->PlayerPrevPosition.XY() = pp->PlayerNowPosition.XY();
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updatesector(pp->PlayerNowPosition, &pp->cursector);
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pp->Flags2 |= (PF2_TELEPORTED);
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@ -2163,7 +2163,7 @@ void DoPlayerMove(PLAYER* pp)
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auto sect = pp->cursector;
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if (interpolate_ride)
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{
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pp->opos.XY() = pp->PlayerNowPosition.XY();
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pp->PlayerPrevPosition.XY() = pp->PlayerNowPosition.XY();
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}
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pp->PlayerNowPosition += pp->vect;
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updatesector(pp->PlayerNowPosition, §);
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@ -2188,7 +2188,7 @@ void DoPlayerMove(PLAYER* pp)
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if (interpolate_ride)
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{
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pp->opos.XY() = pp->PlayerNowPosition.XY();
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pp->PlayerPrevPosition.XY() = pp->PlayerNowPosition.XY();
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}
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auto save_cstat = actor->spr.cstat;
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@ -2217,7 +2217,7 @@ void DoPlayerMove(PLAYER* pp)
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if (interpolate_ride)
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{
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pp->opos.Z = pp->PlayerNowPosition.Z;
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pp->PlayerPrevPosition.Z = pp->PlayerNowPosition.Z;
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pp->angle.backup();
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}
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@ -3753,7 +3753,7 @@ void PlayerWarpUpdatePos(PLAYER* pp)
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if (Prediction)
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return;
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pp->opos = pp->PlayerNowPosition;
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pp->PlayerPrevPosition = pp->PlayerNowPosition;
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DoPlayerZrange(pp);
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UpdatePlayerSprite(pp);
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}
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@ -4283,7 +4283,7 @@ void DoPlayerWarpToUnderwater(PLAYER* pp)
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pp->PlayerNowPosition.Z = under_act->sector()->ceilingz + 6;
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pp->opos = pp->PlayerNowPosition;
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pp->PlayerPrevPosition = pp->PlayerNowPosition;
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DoPlayerZrange(pp);
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return;
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@ -4359,7 +4359,7 @@ void DoPlayerWarpToSurface(PLAYER* pp)
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pp->PlayerNowPosition.Z -= pp->WadeDepth;
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pp->opos = pp->PlayerNowPosition;
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pp->PlayerPrevPosition = pp->PlayerNowPosition;
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return;
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}
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@ -6818,7 +6818,7 @@ void MoveSkipSavePos(void)
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{
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pp = Player + pnum;
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pp->opos = pp->PlayerNowPosition;
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pp->PlayerPrevPosition = pp->PlayerNowPosition;
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pp->obob_z = pp->bob_z;
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pp->angle.backup();
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pp->horizon.backup();
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@ -7174,7 +7174,7 @@ void InitAllPlayers(void)
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// Initialize all [MAX_SW_PLAYERS] arrays here!
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for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
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{
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pp->PlayerNowPosition = pp->opos = pfirst->PlayerNowPosition;
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pp->PlayerNowPosition = pp->PlayerPrevPosition = pfirst->PlayerNowPosition;
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pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
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pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
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pp->cursector = pfirst->cursector;
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@ -7335,7 +7335,7 @@ void PlayerSpawnPosition(PLAYER* pp)
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ASSERT(spawn_sprite != nullptr);
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pp->PlayerNowPosition = spawn_sprite->spr.pos;
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pp->opos = pp->PlayerNowPosition;
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pp->PlayerPrevPosition = pp->PlayerNowPosition;
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pp->angle.ang = pp->angle.oang = spawn_sprite->spr.angle;
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pp->setcursector(spawn_sprite->sector());
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@ -7344,7 +7344,7 @@ void PlayerSpawnPosition(PLAYER* pp)
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if (pp->PlayerNowPosition.Z > fz - PLAYER_HEIGHTF)
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{
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pp->PlayerNowPosition.Z = fz - PLAYER_HEIGHTF;
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pp->opos.Z = pp->PlayerNowPosition.Z;
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pp->PlayerPrevPosition.Z = pp->PlayerNowPosition.Z;
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}
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}
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@ -574,7 +574,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
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}
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if (arc.isReading())
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{
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w.opos = w.PlayerNowPosition;
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w.PlayerPrevPosition = w.PlayerNowPosition;
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w.ovect = w.vect;
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w.obob_z = w.bob_z;
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w.input = {};
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@ -1544,7 +1544,7 @@ void PreMapCombineFloors(void)
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if (itsect == dasect)
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{
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pp->PlayerNowPosition += dv;
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pp->opos.XY() = pp->oldpos.XY() = pp->PlayerNowPosition.XY();
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pp->PlayerPrevPosition.XY() = pp->oldpos.XY() = pp->PlayerNowPosition.XY();
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break;
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}
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}
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