- SW: Rename Player::opos to Player::PlayerPrevPosition to make it easier to search upon.

This commit is contained in:
Mitchell Richters 2022-11-13 22:09:19 +11:00 committed by Christoph Oelckers
parent cf25884675
commit bf10d9816f
7 changed files with 19 additions and 19 deletions

View file

@ -811,7 +811,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub
else // Otherwise just interpolate the player sprite
{
pp = tActor->user.PlayerP;
tsp->pos = interpolatedvalue(pp->opos, pp->PlayerNowPosition, interpfrac);
tsp->pos = interpolatedvalue(pp->PlayerPrevPosition, pp->PlayerNowPosition, interpfrac);
tsp->angle = pp->angle.interpolatedang(interpfrac);
}
}
@ -1240,7 +1240,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
}
// Get initial player position, interpolating if required.
DVector3 tpos = interpolatedvalue(camerapp->opos, camerapp->PlayerNowPosition, interpfrac);
DVector3 tpos = interpolatedvalue(camerapp->PlayerPrevPosition, camerapp->PlayerNowPosition, interpfrac);
if (SyncInput() || pp != Player+myconnectindex)
{
tang = camerapp->angle.interpolatedsum(interpfrac);

View file

@ -538,7 +538,7 @@ struct PLAYER
{
// variable that fit in the sprite or user structure
DVector3 PlayerNowPosition, opos, oldpos;
DVector3 PlayerNowPosition, PlayerPrevPosition, oldpos;
DSWActor* actor; // this may not be a TObjPtr!
TObjPtr<DSWActor*> lowActor, highActor;

View file

@ -598,7 +598,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio)
// If player is dead still then update at MoveSkip4
// rate.
if (pp->PlayerNowPosition.X == pp->opos.X && pp->PlayerNowPosition.Y == pp->opos.Y && pp->PlayerNowPosition.Z == pp->opos.Z)
if (pp->PlayerNowPosition.X == pp->PlayerPrevPosition.X && pp->PlayerNowPosition.Y == pp->PlayerPrevPosition.Y && pp->PlayerNowPosition.Z == pp->PlayerPrevPosition.Z)
DoCam = true;

View file

@ -58,7 +58,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
{
Player->PlayerNowPosition = DVector3(x,y,z);
Player->opos = Player->PlayerNowPosition;
Player->PlayerPrevPosition = Player->PlayerNowPosition;
if (ang != DAngle::fromDeg(INT_MIN))
{

View file

@ -1312,7 +1312,7 @@ void DoPlayerTeleportPause(PLAYER* pp)
void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
{
pp->angle.ang = pp->angle.oang = ang;
pp->opos = pp->PlayerNowPosition= pos.plusZ(-PLAYER_HEIGHTF);
pp->PlayerPrevPosition = pp->PlayerNowPosition= pos.plusZ(-PLAYER_HEIGHTF);
pp->oldpos.XY() = pp->PlayerNowPosition.XY();
updatesector(pp->PlayerNowPosition, &pp->cursector);
@ -1327,7 +1327,7 @@ void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
void DoPlayerTeleportToOffset(PLAYER* pp)
{
pp->oldpos.XY() = pp->opos.XY() = pp->PlayerNowPosition.XY();
pp->oldpos.XY() = pp->PlayerPrevPosition.XY() = pp->PlayerNowPosition.XY();
updatesector(pp->PlayerNowPosition, &pp->cursector);
pp->Flags2 |= (PF2_TELEPORTED);
@ -2163,7 +2163,7 @@ void DoPlayerMove(PLAYER* pp)
auto sect = pp->cursector;
if (interpolate_ride)
{
pp->opos.XY() = pp->PlayerNowPosition.XY();
pp->PlayerPrevPosition.XY() = pp->PlayerNowPosition.XY();
}
pp->PlayerNowPosition += pp->vect;
updatesector(pp->PlayerNowPosition, &sect);
@ -2188,7 +2188,7 @@ void DoPlayerMove(PLAYER* pp)
if (interpolate_ride)
{
pp->opos.XY() = pp->PlayerNowPosition.XY();
pp->PlayerPrevPosition.XY() = pp->PlayerNowPosition.XY();
}
auto save_cstat = actor->spr.cstat;
@ -2217,7 +2217,7 @@ void DoPlayerMove(PLAYER* pp)
if (interpolate_ride)
{
pp->opos.Z = pp->PlayerNowPosition.Z;
pp->PlayerPrevPosition.Z = pp->PlayerNowPosition.Z;
pp->angle.backup();
}
@ -3753,7 +3753,7 @@ void PlayerWarpUpdatePos(PLAYER* pp)
if (Prediction)
return;
pp->opos = pp->PlayerNowPosition;
pp->PlayerPrevPosition = pp->PlayerNowPosition;
DoPlayerZrange(pp);
UpdatePlayerSprite(pp);
}
@ -4283,7 +4283,7 @@ void DoPlayerWarpToUnderwater(PLAYER* pp)
pp->PlayerNowPosition.Z = under_act->sector()->ceilingz + 6;
pp->opos = pp->PlayerNowPosition;
pp->PlayerPrevPosition = pp->PlayerNowPosition;
DoPlayerZrange(pp);
return;
@ -4359,7 +4359,7 @@ void DoPlayerWarpToSurface(PLAYER* pp)
pp->PlayerNowPosition.Z -= pp->WadeDepth;
pp->opos = pp->PlayerNowPosition;
pp->PlayerPrevPosition = pp->PlayerNowPosition;
return;
}
@ -6818,7 +6818,7 @@ void MoveSkipSavePos(void)
{
pp = Player + pnum;
pp->opos = pp->PlayerNowPosition;
pp->PlayerPrevPosition = pp->PlayerNowPosition;
pp->obob_z = pp->bob_z;
pp->angle.backup();
pp->horizon.backup();
@ -7174,7 +7174,7 @@ void InitAllPlayers(void)
// Initialize all [MAX_SW_PLAYERS] arrays here!
for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
{
pp->PlayerNowPosition = pp->opos = pfirst->PlayerNowPosition;
pp->PlayerNowPosition = pp->PlayerPrevPosition = pfirst->PlayerNowPosition;
pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
pp->cursector = pfirst->cursector;
@ -7335,7 +7335,7 @@ void PlayerSpawnPosition(PLAYER* pp)
ASSERT(spawn_sprite != nullptr);
pp->PlayerNowPosition = spawn_sprite->spr.pos;
pp->opos = pp->PlayerNowPosition;
pp->PlayerPrevPosition = pp->PlayerNowPosition;
pp->angle.ang = pp->angle.oang = spawn_sprite->spr.angle;
pp->setcursector(spawn_sprite->sector());
@ -7344,7 +7344,7 @@ void PlayerSpawnPosition(PLAYER* pp)
if (pp->PlayerNowPosition.Z > fz - PLAYER_HEIGHTF)
{
pp->PlayerNowPosition.Z = fz - PLAYER_HEIGHTF;
pp->opos.Z = pp->PlayerNowPosition.Z;
pp->PlayerPrevPosition.Z = pp->PlayerNowPosition.Z;
}
}

View file

@ -574,7 +574,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
}
if (arc.isReading())
{
w.opos = w.PlayerNowPosition;
w.PlayerPrevPosition = w.PlayerNowPosition;
w.ovect = w.vect;
w.obob_z = w.bob_z;
w.input = {};

View file

@ -1544,7 +1544,7 @@ void PreMapCombineFloors(void)
if (itsect == dasect)
{
pp->PlayerNowPosition += dv;
pp->opos.XY() = pp->oldpos.XY() = pp->PlayerNowPosition.XY();
pp->PlayerPrevPosition.XY() = pp->oldpos.XY() = pp->PlayerNowPosition.XY();
break;
}
}