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- SW: Remove all the player oldpos
stuff.
* This only had one valid use, for a bad setup in `DoPlayerRun()` where `DoPlayerBob()` was called before `DoPlayerMove()`.
This commit is contained in:
parent
703db0e3c3
commit
c43bde9b4d
4 changed files with 4 additions and 28 deletions
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@ -1708,8 +1708,6 @@ BEGIN_SW_NS
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struct PLAYER
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struct PLAYER
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{
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{
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DVector3 PlayerOldPosition;
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DSWActor* actor; // this may not be a TObjPtr!
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DSWActor* actor; // this may not be a TObjPtr!
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TObjPtr<DSWActor*> lowActor, highActor;
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TObjPtr<DSWActor*> lowActor, highActor;
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TObjPtr<DSWActor*> remoteActor;
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TObjPtr<DSWActor*> remoteActor;
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@ -1890,21 +1888,6 @@ struct PLAYER
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return actor->viewzoffset + height;
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return actor->viewzoffset + height;
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}
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}
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DVector2& posoldXY()
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{
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return PlayerOldPosition.XY();
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}
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void posoldSet(const DVector3& val)
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{
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PlayerOldPosition = val;
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}
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DVector3 posoldGet()
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{
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return PlayerOldPosition;
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}
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void setHeightAndZ(const double newz, const double newheight)
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void setHeightAndZ(const double newz, const double newheight)
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{
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{
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actor->spr.pos.Z = newz;
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actor->spr.pos.Z = newz;
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@ -1314,7 +1314,6 @@ void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
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pp->angle.ang = pp->angle.oang = ang;
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pp->angle.ang = pp->angle.oang = ang;
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pp->actor->spr.pos = pos;
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pp->actor->spr.pos = pos;
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pp->actor->backuppos();
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pp->actor->backuppos();
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pp->posoldXY() = pp->actor->spr.pos.XY();
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updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector);
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updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector);
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pp->Flags2 |= (PF2_TELEPORTED);
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pp->Flags2 |= (PF2_TELEPORTED);
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@ -1328,7 +1327,6 @@ void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
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void DoPlayerTeleportToOffset(PLAYER* pp)
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void DoPlayerTeleportToOffset(PLAYER* pp)
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{
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{
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pp->posoldXY() = pp->actor->spr.pos.XY();
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pp->actor->backupvec2();
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pp->actor->backupvec2();
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updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector);
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updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector);
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@ -1693,7 +1691,7 @@ void DoPlayerBob(PLAYER* pp)
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{
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{
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double amt;
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double amt;
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double dist = (pp->actor->spr.pos.XY() - pp->posoldXY()).Length();
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double dist = (pp->actor->spr.pos.XY() - pp->actor->opos.XY()).Length();
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if (dist > 32)
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if (dist > 32)
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dist = 0;
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dist = 0;
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@ -2026,7 +2024,7 @@ void PlayerCheckValidMove(PLAYER* pp)
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{
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{
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if (!pp->insector())
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if (!pp->insector())
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{
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{
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pp->actor->spr.pos = pp->posoldGet().plusZ(-pp->actor->viewzoffset);
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pp->actor->restorepos();
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pp->cursector = pp->lastcursector;
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pp->cursector = pp->lastcursector;
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}
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}
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}
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}
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@ -2090,7 +2088,6 @@ void DoPlayerMove(PLAYER* pp)
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DoPlayerTurn(pp, pp->input.avel, 1);
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DoPlayerTurn(pp, pp->input.avel, 1);
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}
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}
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pp->posoldSet(pp->actor->getPosWithOffsetZ());
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pp->lastcursector = pp->cursector;
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pp->lastcursector = pp->cursector;
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if (PLAYER_MOVING(pp) == 0)
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if (PLAYER_MOVING(pp) == 0)
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@ -6568,8 +6565,6 @@ void DoPlayerRun(PLAYER* pp)
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}
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}
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}
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}
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DoPlayerBob(pp);
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if (pp->WadeDepth)
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if (pp->WadeDepth)
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{
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{
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DoPlayerBeginWade(pp);
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DoPlayerBeginWade(pp);
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@ -6616,6 +6611,8 @@ void DoPlayerRun(PLAYER* pp)
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pp->setHeightAndZ(pp->loz, PLAYER_HEIGHTF);
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pp->setHeightAndZ(pp->loz, PLAYER_HEIGHTF);
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}
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}
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DoPlayerBob(pp);
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// Adjust height moving up and down sectors
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// Adjust height moving up and down sectors
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DoPlayerHeight(pp);
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DoPlayerHeight(pp);
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}
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}
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@ -480,9 +480,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
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("recoil_ndx", w.recoil_ndx)
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("recoil_ndx", w.recoil_ndx)
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("recoil_horizoff", w.recoil_horizoff)
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("recoil_horizoff", w.recoil_horizoff)
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("recoil_ohorizoff", w.recoil_ohorizoff)
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("recoil_ohorizoff", w.recoil_ohorizoff)
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("oldposx", w.PlayerOldPosition.X)
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("oldposy", w.PlayerOldPosition.Y)
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("oldposz", w.PlayerOldPosition.Z)
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("revolvex", w.Revolve.X)
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("revolvex", w.Revolve.X)
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("revolvey", w.Revolve.Y)
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("revolvey", w.Revolve.Y)
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("RevolveDeltaAng", w.RevolveDeltaAng)
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("RevolveDeltaAng", w.RevolveDeltaAng)
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@ -1544,7 +1544,6 @@ void PreMapCombineFloors(void)
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if (itsect == dasect)
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if (itsect == dasect)
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{
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{
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pp->actor->spr.pos.XY() += dv;
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pp->actor->spr.pos.XY() += dv;
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pp->posoldXY() = pp->actor->spr.pos.XY();
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pp->actor->backupvec2();
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pp->actor->backupvec2();
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break;
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break;
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}
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}
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