- a few in player.cpp

This commit is contained in:
Christoph Oelckers 2021-12-26 01:37:03 +01:00
parent cc161fe66a
commit bfea02a192

View file

@ -1256,7 +1256,8 @@ void DoPlayerResetMovement(PLAYERp pp)
void DoPlayerTeleportPause(PLAYERp pp)
{
USERp u = pp->Actor()->u();
DSWActor* actor = pp->actor;
USERp u = actor->u();
// set this so we don't get stuck in teleporting loop
pp->lastcursector = pp->cursector;
@ -1341,7 +1342,6 @@ void DoSpawnTeleporterEffectPlace(DSWActor* actor)
void DoPlayerWarpTeleporter(PLAYERp pp)
{
auto ppActor = pp->Actor();
USERp u = ppActor->u();
short pnum;
DSWActor* act_warp;
@ -1372,11 +1372,8 @@ void DoPlayerWarpTeleporter(PLAYERp pp)
DoPlayerResetMovement(pp);
u->WaitTics = 30;
//ppActor->spr.shade =
//SET(ppActor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
ppActor->user.WaitTics = 30;
DoPlayerBeginRun(pp);
//DoPlayerStand(pp);
pp->DoPlayerAction = DoPlayerTeleportPause;
NewStateGroup(ppActor, ppActor->user.ActorActionSet->Stand);
@ -1680,9 +1677,6 @@ void DoPlayerSpriteBob(PLAYERp pp, short player_height, short bob_amt, short bob
void UpdatePlayerUnderSprite(PLAYERp pp)
{
DSWActor* act_over = pp->actor;
USERp over_u = act_over->u();
USERp u;
int water_level_z, zdiff;
bool above_water, in_dive_area;
@ -1690,7 +1684,7 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
if (Prediction)
return;
ASSERT(over_u);
ASSERT(act_over->hasU());
// dont bother spawning if you ain't really in the water
water_level_z = act_over->spr.sector()->floorz; // - Z(pp->WadeDepth);
@ -1721,7 +1715,6 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
}
DSWActor* act_under = pp->PlayerUnderActor;
u = act_under->u();
act_under->spr.pos = act_under->spr.pos;
ChangeActorSect(pp->PlayerUnderActor, act_under->spr.sector());
@ -1735,9 +1728,9 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
// add diff to ceiling
act_under->spr.pos.Z = act_under->spr.sector()->ceilingz + zdiff;
u->State = over_u->State;
u->Rot = over_u->Rot;
u->StateStart = over_u->StateStart;
act_under->user.State = act_over->user.State;
act_under->user.Rot = act_over->user.Rot;
act_under->user.StateStart = act_over->user.StateStart;
act_under->spr.picnum = act_under->spr.picnum;
}