mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-31 04:20:42 +00:00
- moved the backup... methods to DCoreActor.
This commit is contained in:
parent
6c381d4392
commit
c10fb1278a
24 changed files with 103 additions and 103 deletions
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@ -42,6 +42,42 @@ public:
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return spr.time;
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}
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void backupx()
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{
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spr.opos.X = spr.pos.X;
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}
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void backupy()
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{
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spr.opos.Y = spr.pos.Y;
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}
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void backupz()
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{
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spr.opos.Z = spr.pos.Z;
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}
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void backupvec2()
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{
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spr.opos.vec2 = spr.pos.vec2;
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}
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void backuppos()
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{
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spr.opos = spr.pos;
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}
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void backupang()
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{
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spr.oang = spr.ang;
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}
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void backuploc()
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{
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backuppos();
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backupang();
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}
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sectortype* sector() const
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{
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return spr.sectp;
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@ -490,42 +490,6 @@ struct spritetypebase
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{
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return interpolatedangle(oang, ang, smoothratio, 16);
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}
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void backupx()
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{
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opos.X = pos.X;
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}
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void backupy()
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{
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opos.Y = pos.Y;
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}
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void backupz()
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{
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opos.Z = pos.Z;
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}
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void backupvec2()
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{
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opos.vec2 = pos.vec2;
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}
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void backuppos()
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{
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opos = pos;
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}
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void backupang()
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{
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oang = ang;
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}
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void backuploc()
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{
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backuppos();
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backupang();
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}
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};
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@ -175,7 +175,7 @@ inline void viewBackupSpriteLoc(DBloodActor* actor)
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{
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if (!actor->interpolated)
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{
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actor->spr.backuploc();
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actor->backuploc();
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actor->interpolated = true;
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}
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}
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@ -404,7 +404,7 @@ void moveplayers(void)
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act->spr.pos.X = p->opos.X;
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act->spr.pos.Y = p->opos.Y;
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act->spr.pos.Z = p->opos.Z + gs.playerheight;
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act->spr.backupz();
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act->backupz();
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act->spr.ang = p->angle.oang.asbuild();
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SetActor(act, act->spr.pos);
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}
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@ -1052,7 +1052,7 @@ void movewaterdrip(DDukeActor *actor, int drip)
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else
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{
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actor->spr.pos.Z = actor->temp_data[0];
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actor->spr.backupz();
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actor->backupz();
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actor->temp_data[1] = 48 + (krand() & 31);
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}
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}
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@ -2903,7 +2903,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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if (numplayers > 1)
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{
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a2->spr.backupvec2();
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a2->backupvec2();
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}
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}
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}
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@ -3067,7 +3067,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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if (numplayers > 1)
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{
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a2->spr.backupvec2();
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a2->backupvec2();
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}
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}
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}
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@ -3847,7 +3847,7 @@ void handle_se17(DDukeActor* actor)
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}
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if (act1->spr.statnum != STAT_EFFECTOR)
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{
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act1->spr.backupz();
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act1->backupz();
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act1->spr.pos.Z += q;
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}
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@ -3915,7 +3915,7 @@ void handle_se17(DDukeActor* actor)
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act3->spr.pos.Y += act2->spr.pos.Y - actor->spr.pos.Y;
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act3->spr.pos.Z = act2->sector()->floorz - (sc->floorz - act3->spr.pos.Z);
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act3->spr.backupz();
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act3->backupz();
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ChangeActorSect(act3, act2->sector());
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SetActor(act3, act3->spr.pos);
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@ -5201,7 +5201,7 @@ void recordoldspritepos()
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DukeStatIterator it(statNum);
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while (auto ac = it.Next())
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{
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ac->spr.backuploc();
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ac->backuploc();
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}
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}
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}
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@ -2126,7 +2126,7 @@ void movetransports_d(void)
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act2->spr.pos.Z -= act->spr.pos.Z - Owner->sector()->floorz;
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act2->spr.ang = Owner->spr.ang;
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act2->spr.backupang();
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act2->backupang();
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if (act->spr.pal == 0)
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{
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@ -2152,7 +2152,7 @@ void movetransports_d(void)
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act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y);
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act2->spr.pos.Z = Owner->spr.pos.Z + 4096;
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act2->spr.backupz();
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act2->backupz();
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ChangeActorSect(act2, Owner->sector());
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}
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@ -2162,7 +2162,7 @@ void movetransports_d(void)
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act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y);
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act2->spr.pos.Z = Owner->sector()->ceilingz + ll;
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act2->spr.backupz();
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act2->backupz();
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ChangeActorSect(act2, Owner->sector());
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@ -2172,7 +2172,7 @@ void movetransports_d(void)
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act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y);
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act2->spr.pos.Z = Owner->sector()->floorz - ll;
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act2->spr.backupz();
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act2->backupz();
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ChangeActorSect(act2, Owner->sector());
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@ -3709,7 +3709,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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{
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if ((badguy(actor) && actor->spr.extra <= 0) || (actor->spr.opos.X != actor->spr.pos.X) || (actor->spr.opos.Y != actor->spr.pos.Y))
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{
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actor->spr.backupvec2();
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actor->backupvec2();
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SetActor(actor, actor->spr.pos);
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}
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return;
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@ -1822,7 +1822,7 @@ void movetransports_r(void)
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act2->spr.pos.Z -= act->spr.pos.Z - Owner->sector()->floorz;
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act2->spr.ang = Owner->spr.ang;
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act2->spr.backupang();
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act2->backupang();
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auto beam = spawn(act, TRANSPORTERBEAM);
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if (beam) S_PlayActorSound(TELEPORTER, beam);
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@ -1845,7 +1845,7 @@ void movetransports_r(void)
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act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y);
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act2->spr.pos.Z = Owner->spr.pos.Z + 4096;
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act2->spr.backupz();
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act2->backupz();
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ChangeActorSect(act2, Owner->sector());
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}
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@ -1855,7 +1855,7 @@ void movetransports_r(void)
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act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y);
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act2->spr.pos.Z = Owner->sector()->ceilingz + ll;
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act2->spr.backupz();
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act2->backupz();
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ChangeActorSect(act2, Owner->sector());
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@ -1865,7 +1865,7 @@ void movetransports_r(void)
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act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y);
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act2->spr.pos.Z = Owner->sector()->floorz - ll;
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act2->spr.backupz();
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act2->backupz();
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ChangeActorSect(act2, Owner->sector());
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@ -1877,7 +1877,7 @@ void movetransports_r(void)
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act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y);
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act2->spr.pos.Z = Owner->sector()->ceilingz + ll2;
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act2->spr.backupz();
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act2->backupz();
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ChangeActorSect(act2, Owner->sector());
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@ -1891,7 +1891,7 @@ void movetransports_r(void)
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act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y);
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act2->spr.pos.Z = Owner->sector()->floorz - ll2;
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act2->spr.backupz();
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act2->backupz();
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ChangeActorSect(act2, Owner->sector());
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@ -3756,7 +3756,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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{
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if ((badguy(actor) && actor->spr.extra <= 0) || (actor->spr.opos.X != actor->spr.pos.X) || (actor->spr.opos.Y != actor->spr.pos.Y))
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{
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actor->spr.backupvec2();
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actor->backupvec2();
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SetActor(actor, actor->spr.pos);
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}
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if (badguy(actor) && actor->spr.extra <= 0)
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@ -2248,7 +2248,7 @@ int ParseState::parse(void)
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g_ac->spr.pos.X = ps[g_p].bobpos.X = ps[g_p].opos.X = ps[g_p].pos.X;
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g_ac->spr.pos.Y = ps[g_p].bobpos.Y = ps[g_p].opos.Y = ps[g_p].pos.Y;
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g_ac->spr.pos.Z = ps[g_p].opos.Z = ps[g_p].pos.Z;
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g_ac->spr.backuppos();
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g_ac->backuppos();
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updatesector(ps[g_p].pos.X, ps[g_p].pos.Y, &ps[g_p].cursector);
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SetActor(ps[g_p].GetActor(), { ps[g_p].pos.X, ps[g_p].pos.Y, ps[g_p].pos.Z + gs.playerheight });
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g_ac->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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@ -628,7 +628,7 @@ void resetpspritevars(int g)
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ps[j].bobpos.X = ps[j].opos.X = ps[j].pos.X = act->spr.pos.X;
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ps[j].bobpos.Y = ps[j].opos.Y = ps[j].pos.Y = act->spr.pos.Y;
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ps[j].opos.Z = ps[j].pos.Z = act->spr.pos.Z;
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act->spr.backuppos();
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act->backuppos();
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ps[j].angle.oang = ps[j].angle.ang = buildang(act->spr.ang);
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updatesector(act->spr.pos.X, act->spr.pos.Y, &ps[j].cursector);
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@ -359,7 +359,7 @@ void doanimations(void)
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{
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if (act->spr.statnum != STAT_EFFECTOR)
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{
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act->spr.backupz();
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act->backupz();
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act->spr.pos.Z += v;
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act->floorz = dasectp->floorz + v;
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}
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@ -78,7 +78,7 @@ DDukeActor* EGS(sectortype* whatsectp, int s_x, int s_y, int s_z, int s_pn, int8
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act->spr.clipdist = 0;
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act->spr.pal = 0;
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act->spr.lotag = 0;
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act->spr.backuploc();
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act->backuploc();
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act->ovel.X = 0;
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act->ovel.Y = 0;
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@ -141,7 +141,7 @@ bool initspriteforspawn(DDukeActor* act, const std::initializer_list<int> &exclu
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act->timetosleep = 0;
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act->extra = -1;
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act->spr.backuppos();
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act->backuppos();
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act->SetOwner(act);
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act->SetHitOwner(act);
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@ -91,7 +91,7 @@ DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, int x, int y,
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pActor->spr.xvel = 0;
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pActor->spr.yvel = 0;
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pActor->spr.zvel = 0;
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pActor->spr.backuppos();
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pActor->backuppos();
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// CHECKME - where is hitag set otherwise?
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if (pActor->spr.statnum < 900) {
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@ -59,7 +59,7 @@ DExhumedActor* BuildBubble(vec3_t pos, sectortype* pSector)
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pActor->spr.hitag = -1;
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pActor->spr.extra = -1;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->spr.backuppos();
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pActor->backuppos();
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// GrabTimeSlot(3);
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@ -702,7 +702,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n
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pBullet->nRunRec2 = runlist_AddRunRec(NewRun, nBullet, 0xB0000);
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pBullet->nDoubleDamage = nDoubleDamage;
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pBulletActor->spr.pos.Z += nZOffset;
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pBulletActor->spr.backuppos();
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pBulletActor->backuppos();
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int var_18 = 0;
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@ -268,7 +268,7 @@ void GameMove(void)
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ExhumedSpriteIterator it;
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while (auto ac = it.Next())
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{
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ac->spr.backuploc();
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ac->backuploc();
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}
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if (currentLevel->gameflags & LEVEL_EX_COUNTDOWN)
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@ -124,7 +124,7 @@ void BuildGrenade(int nPlayer)
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pActor->spr.hitag = 0;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->spr.extra = -1;
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pActor->spr.backuppos();
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pActor->backuppos();
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// GrabTimeSlot(3);
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@ -1024,7 +1024,7 @@ int BuildSlide(int nChannel, walltype* pStartWall, walltype* pWall1, walltype* p
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pActor->spr.pos.X = pStartWall->pos.X;
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pActor->spr.pos.Y = pStartWall->pos.Y;
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pActor->spr.pos.Z = pSector->floorz;
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pActor->spr.backuppos();
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pActor->backuppos();
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SlideData[nSlide].nRunC = 0;
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@ -1253,7 +1253,7 @@ int BuildTrap(DExhumedActor* pActor, int edx, int ebx, int ecx)
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}
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}
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}
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pActor->spr.backuppos();
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pActor->backuppos();
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return nTrap;
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}
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@ -1407,7 +1407,7 @@ DExhumedActor* BuildSpark(DExhumedActor* pActor, int nVal)
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pSpark->spr.lotag = runlist_HeadRun() + 1;
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pSpark->spr.clipdist = 1;
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pSpark->spr.hitag = 0;
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pSpark->spr.backuppos();
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pSpark->backuppos();
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// GrabTimeSlot(3);
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@ -1602,7 +1602,7 @@ DExhumedActor* BuildEnergyBlock(sectortype* pSector)
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->spr.hitag = 0;
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pActor->spr.owner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x250000);
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pActor->spr.backuppos();
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pActor->backuppos();
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return pActor;
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}
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@ -1847,7 +1847,7 @@ DExhumedActor* BuildObject(DExhumedActor* pActor, int nOjectType, int nHitag)
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pActor->nIndex2 = -nHitag;
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}
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}
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pActor->spr.backuppos();
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pActor->backuppos();
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return pActor;
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}
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@ -463,7 +463,7 @@ void BuildQueenEgg(int nQueen, int nVal)
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pActor2->spr.shade = -12;
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pActor2->spr.picnum = 1;
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pActor2->spr.ang = (RandomSize(9) + (nAngle - 256)) & kAngleMask;
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pActor2->spr.backuppos();
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pActor2->backuppos();
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if (!nVal)
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{
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@ -223,7 +223,7 @@ void BuildSnake(int nPlayer, int zVal)
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pActor->spr.hitag = 0;
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pActor->spr.extra = -1;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->spr.backuppos();
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pActor->backuppos();
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SnakeList[nSnake].pSprites[i] = pActor;
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@ -515,7 +515,7 @@ void KeepActorOnFloor(DSWActor* actor)
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actor->user.Flags &= ~(SPR_SWIMMING);
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actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
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actor->user.oz = actor->spr.pos.Z = actor->user.loz;
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actor->spr.backupz();
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actor->backupz();
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return;
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}
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@ -526,7 +526,7 @@ void KeepActorOnFloor(DSWActor* actor)
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// are swimming
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actor->user.oz = actor->spr.pos.Z = actor->user.loz - Z(depth);
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actor->spr.backupz();
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actor->backupz();
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}
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else
|
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{
|
||||
|
@ -535,7 +535,7 @@ void KeepActorOnFloor(DSWActor* actor)
|
|||
{
|
||||
NewStateGroup(actor, actor->user.ActorActionSet->Swim);
|
||||
actor->user.oz = actor->spr.pos.Z = actor->user.loz - Z(depth);
|
||||
actor->spr.backupz();
|
||||
actor->backupz();
|
||||
actor->user.Flags |= (SPR_SWIMMING);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
}
|
||||
|
@ -544,7 +544,7 @@ void KeepActorOnFloor(DSWActor* actor)
|
|||
actor->user.Flags &= ~(SPR_SWIMMING);
|
||||
actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
|
||||
actor->user.oz = actor->spr.pos.Z = actor->user.loz;
|
||||
actor->spr.backupz();
|
||||
actor->backupz();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -559,7 +559,7 @@ void KeepActorOnFloor(DSWActor* actor)
|
|||
if (actor->user.Flags & (SPR_MOVED))
|
||||
{
|
||||
actor->user.oz = actor->spr.pos.Z = actor->user.loz;
|
||||
actor->spr.backupz();
|
||||
actor->backupz();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -569,7 +569,7 @@ void KeepActorOnFloor(DSWActor* actor)
|
|||
&ceilz, &ctrash, &florz, &ftrash);
|
||||
|
||||
actor->user.oz = actor->spr.pos.Z = florz;
|
||||
actor->spr.backupz();
|
||||
actor->backupz();
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
|
@ -457,7 +457,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso
|
|||
{
|
||||
actor->spr.pos.Z += Z(depth);
|
||||
actor->user.loz = actor->spr.pos.Z;
|
||||
actor->spr.backupz();
|
||||
actor->backupz();
|
||||
}
|
||||
|
||||
if (!action)
|
||||
|
|
|
@ -1396,7 +1396,7 @@ void DoPlayerWarpTeleporter(PLAYERp pp)
|
|||
break;
|
||||
}
|
||||
|
||||
ppActor->spr.backuppos();
|
||||
ppActor->backuppos();
|
||||
}
|
||||
|
||||
void DoPlayerSetWadeDepth(PLAYERp pp)
|
||||
|
@ -1451,14 +1451,14 @@ void DoPlayerCrawlHeight(PLAYERp pp)
|
|||
void UpdatePlayerSpriteAngle(PLAYERp pp)
|
||||
{
|
||||
DSWActor* plActor = pp->actor;
|
||||
plActor->spr.backupang();
|
||||
plActor->backupang();
|
||||
plActor->spr.ang = pp->angle.ang.asbuild();
|
||||
|
||||
plActor = pp->PlayerUnderActor;
|
||||
|
||||
if (!Prediction && plActor)
|
||||
{
|
||||
plActor->spr.backupang();
|
||||
plActor->backupang();
|
||||
plActor->spr.ang = pp->angle.ang.asbuild();
|
||||
}
|
||||
}
|
||||
|
@ -6396,7 +6396,7 @@ void MoveSkipSavePos(void)
|
|||
while (auto actor = it.Next())
|
||||
{
|
||||
if (!actor->hasU()) continue;
|
||||
actor->spr.backuppos();
|
||||
actor->backuppos();
|
||||
actor->user.oz = actor->spr.opos.Z;
|
||||
}
|
||||
}
|
||||
|
@ -6413,7 +6413,7 @@ void MoveSkipSavePos(void)
|
|||
while (auto actor = it.Next())
|
||||
{
|
||||
if (!actor->hasU()) continue;
|
||||
actor->spr.backuppos();
|
||||
actor->backuppos();
|
||||
actor->user.oz = actor->spr.opos.Z;
|
||||
}
|
||||
}
|
||||
|
@ -6423,7 +6423,7 @@ void MoveSkipSavePos(void)
|
|||
// back up all sprite angles.
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
actor->spr.backupang();
|
||||
actor->backupang();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -849,7 +849,7 @@ void SpawnUser(DSWActor* actor, short id, STATEp state)
|
|||
actor->user.motion_blur_num = 0;
|
||||
actor->user.motion_blur_dist = 256;
|
||||
|
||||
actor->spr.backuppos();
|
||||
actor->backuppos();
|
||||
actor->user.oz = actor->spr.opos.Z;
|
||||
|
||||
actor->user.active_range = MIN_ACTIVE_RANGE;
|
||||
|
@ -6340,7 +6340,7 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in
|
|||
|
||||
void MissileWarpUpdatePos(DSWActor* actor, sectortype* sect)
|
||||
{
|
||||
actor->spr.backuppos();
|
||||
actor->backuppos();
|
||||
actor->user.oz = actor->spr.opos.Z;
|
||||
ChangeActorSect(actor, sect);
|
||||
MissileZrange(actor);
|
||||
|
@ -6348,7 +6348,7 @@ void MissileWarpUpdatePos(DSWActor* actor, sectortype* sect)
|
|||
|
||||
void ActorWarpUpdatePos(DSWActor* actor, sectortype* sect)
|
||||
{
|
||||
actor->spr.backuppos();
|
||||
actor->backuppos();
|
||||
actor->user.oz = actor->spr.opos.Z;
|
||||
ChangeActorSect(actor, sect);
|
||||
DoActorZrange(actor);
|
||||
|
|
|
@ -840,7 +840,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
|
||||
itActor->user.RotNum = 0;
|
||||
|
||||
itActor->spr.backuppos();
|
||||
itActor->backuppos();
|
||||
itActor->user.oz = itActor->spr.opos.Z;
|
||||
|
||||
switch (itActor->spr.statnum)
|
||||
|
|
|
@ -10261,13 +10261,13 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop,
|
|||
{
|
||||
// move with sector its on
|
||||
expActor->spr.pos.Z = actor->sector()->floorz - actor->user.pos.Z;
|
||||
expActor->spr.backupz();
|
||||
expActor->backupz();
|
||||
}
|
||||
else
|
||||
{
|
||||
// move with the mid sector
|
||||
expActor->spr.pos.Z = sop->mid_sector->floorz - actor->user.pos.Z;
|
||||
expActor->spr.backupz();
|
||||
expActor->backupz();
|
||||
}
|
||||
|
||||
expActor->user.pos.X = actor->user.pos.X;
|
||||
|
@ -10309,7 +10309,7 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang)
|
|||
}
|
||||
|
||||
SpawnExpZadjust(actor, expActor, Z(50), Z(10));
|
||||
expActor->spr.backuppos();
|
||||
expActor->backuppos();
|
||||
}
|
||||
|
||||
int SpawnGrenadeSmallExp(DSWActor* actor)
|
||||
|
@ -10417,7 +10417,7 @@ void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int l
|
|||
}
|
||||
}
|
||||
|
||||
expActor->spr.backupz();
|
||||
expActor->backupz();
|
||||
}
|
||||
|
||||
void SpawnMineExp(DSWActor* actor)
|
||||
|
@ -10815,7 +10815,7 @@ int DoNapalm(DSWActor* actor)
|
|||
DoFindGroundPoint(expActor);
|
||||
MissileWaterAdjust(expActor);
|
||||
expActor->spr.pos.Z = expActor->user.loz;
|
||||
expActor->spr.backupz();
|
||||
expActor->backupz();
|
||||
|
||||
if (actor->user.Flags & (SPR_UNDERWATER))
|
||||
expActor->user.Flags |= SPR_UNDERWATER;
|
||||
|
@ -11089,7 +11089,7 @@ bool MissileSetPos(DSWActor* actor, ANIMATORp DoWeapon, int dist)
|
|||
actor->spr.zvel = oldzvel;
|
||||
|
||||
// update for interpolation
|
||||
actor->spr.backuppos();
|
||||
actor->backuppos();
|
||||
|
||||
return retval;
|
||||
}
|
||||
|
@ -11130,7 +11130,7 @@ bool TestMissileSetPos(DSWActor* actor, ANIMATORp DoWeapon, int dist, int zvel)
|
|||
actor->spr.zvel = oldzvel;
|
||||
|
||||
// update for interpolation
|
||||
actor->spr.backuppos();
|
||||
actor->backuppos();
|
||||
|
||||
return retval;
|
||||
}
|
||||
|
@ -11274,7 +11274,7 @@ void InitSpellRing(PLAYERp pp)
|
|||
|
||||
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + 512);
|
||||
|
||||
actorNew->spr.backuppos();
|
||||
actorNew->backuppos();
|
||||
|
||||
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
@ -12678,7 +12678,7 @@ int InitStar(PLAYERp pp)
|
|||
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
||||
actorNew->spr.backuppos();
|
||||
actorNew->backuppos();
|
||||
|
||||
for (size_t i = 0; i < countof(dang); i++)
|
||||
{
|
||||
|
@ -12715,7 +12715,7 @@ int InitStar(PLAYERp pp)
|
|||
actorNew2->user.change.Y = MOVEy(actorNew2->spr.xvel, actorNew2->spr.ang);
|
||||
actorNew2->user.change.Z = zvel;
|
||||
|
||||
actorNew2->spr.backuppos();
|
||||
actorNew2->backuppos();
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
@ -16636,7 +16636,7 @@ int HelpMissileLateral(DSWActor* actor, int dist)
|
|||
actor->spr.xvel = old_xvel;
|
||||
actor->spr.clipdist = old_clipdist;
|
||||
|
||||
actor->spr.backuppos();
|
||||
actor->backuppos();
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -16992,7 +16992,7 @@ bool SpriteWarpToUnderwater(DSWActor* actor)
|
|||
|
||||
actor->spr.pos.Z = underActor->sector()->ceilingz + actor->user.ceiling_dist+Z(1);
|
||||
|
||||
actor->spr.backuppos();
|
||||
actor->backuppos();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -17067,7 +17067,7 @@ bool SpriteWarpToSurface(DSWActor* actor)
|
|||
MissileWaterAdjust(actor);
|
||||
|
||||
|
||||
actor->spr.backuppos();
|
||||
actor->backuppos();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue