diff --git a/source/build/src/clip.cpp b/source/build/src/clip.cpp index ba0bfe919..861bc5d6b 100644 --- a/source/build/src/clip.cpp +++ b/source/build/src/clip.cpp @@ -217,9 +217,9 @@ inline void clipmove_tweak_pos(const vec3_t *pos, int32_t gx, int32_t gy, int32_ int32_t daz; if (enginecompatibility_mode == ENGINECOMPATIBILITY_19950829 || - rintersect(pos->x, pos->y, 0, gx, gy, 0, x1, y1, x2, y2, daxptr, dayptr, &daz) == -1) + rintersect(pos->X, pos->y, 0, gx, gy, 0, x1, y1, x2, y2, daxptr, dayptr, &daz) == -1) { - *daxptr = pos->x; + *daxptr = pos->X; *dayptr = pos->y; } } @@ -467,11 +467,11 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, int32_t const dasprclipmask = (cliptype >> 16); // CLIPMASK1 = 0x01000040 vec2_t const move = { xvect, yvect }; - vec2_t goal = { pos->x + (xvect >> 14), pos->y + (yvect >> 14) }; - vec2_t const cent = { (pos->x + goal.X) >> 1, (pos->y + goal.Y) >> 1 }; + vec2_t goal = { pos->X + (xvect >> 14), pos->y + (yvect >> 14) }; + vec2_t const cent = { (pos->X + goal.X) >> 1, (pos->y + goal.Y) >> 1 }; //Extra walldist for sprites on sector lines - vec2_t const diff = { goal.X - (pos->x), goal.Y - (pos->y) }; + vec2_t const diff = { goal.X - (pos->X), goal.Y - (pos->y) }; int32_t const rad = ksqrt(compat_maybe_truncate_to_int32(uhypsq(diff.X, diff.Y))) + MAXCLIPDIST + walldist + 8; vec2_t const clipMin = { cent.X - rad, cent.Y - rad }; vec2_t const clipMax = { cent.X + rad, cent.Y + rad }; @@ -515,7 +515,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, vec2_t p2 = wal2->pos; vec2_t d = { p2.X-p1.X, p2.Y-p1.Y }; - if (d.X * (pos->y-p1.Y) < (pos->x-p1.X) * d.Y) + if (d.X * (pos->y-p1.Y) < (pos->X-p1.X) * d.Y) continue; //If wall's not facing you vec2_t const r = { (d.Y > 0) ? clipMax.X : clipMin.X, (d.X > 0) ? clipMin.Y : clipMax.Y }; @@ -538,7 +538,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, // We're not interested in any sector reached by portal traversal that we're "inside" of. if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE && !curspr && dasect != initialsectnum - && inside(pos->x, pos->y, sec) == 1) + && inside(pos->X, pos->y, sec) == 1) { int k; for (k=startwall; k 0) v.X = -v.X; v.Y = walldist; if (d.X < 0) v.Y = -v.Y; - if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE && d.X * (pos->y-p1.Y-v.Y) < (pos->x-p1.X-v.X) * d.Y) + if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE && d.X * (pos->y-p1.Y-v.Y) < (pos->X-p1.X-v.X) * d.Y) v.X >>= 1, v.Y >>= 1; addclipline(p1.X+v.X, p1.Y+v.Y, p2.X+v.X, p2.Y+v.Y, objtype, false); @@ -636,7 +636,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, vec2_t v = { MulScale(bcos(spr->ang + 256), walldist, 14), MulScale(bsin(spr->ang + 256), walldist, 14) }; - if ((p1.X-pos->x) * (p2.Y-pos->y) >= (p2.X-pos->x) * (p1.Y-pos->y)) // Front + if ((p1.X-pos->X) * (p2.Y-pos->y) >= (p2.X-pos->X) * (p1.Y-pos->y)) // Front addclipline(p1.X+v.X, p1.Y+v.Y, p2.X+v.Y, p2.Y-v.X, obj, false); else { @@ -646,9 +646,9 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, } //Side blocker - if ((p2.X-p1.X) * (pos->x-p1.X)+(p2.Y-p1.Y) * (pos->y-p1.Y) < 0) + if ((p2.X-p1.X) * (pos->X-p1.X)+(p2.Y-p1.Y) * (pos->y-p1.Y) < 0) addclipline(p1.X-v.Y, p1.Y+v.X, p1.X+v.X, p1.Y+v.Y, obj, true); - else if ((p1.X-p2.X) * (pos->x-p2.X)+(p1.Y-p2.Y) * (pos->y-p2.Y) < 0) + else if ((p1.X-p2.X) * (pos->X-p2.X)+(p1.Y-p2.Y) * (pos->y-p2.Y) < 0) addclipline(p2.X+v.Y, p2.Y-v.X, p2.X-v.X, p2.Y-v.Y, obj, true); } } @@ -663,7 +663,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, if ((cstat & (CSTAT_SPRITE_ALIGNMENT_MASK)) == CSTAT_SPRITE_ALIGNMENT_SLOPE) { heinum = spriteGetSlope(spr); - sz = spriteGetZOfSlope(spr, pos->x, pos->y); + sz = spriteGetZOfSlope(spr, pos->X, pos->y); } else { @@ -686,23 +686,23 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, vec2_t v = { MulScale(bcos(spr->ang - 256), walldist, 14), MulScale(bsin(spr->ang - 256), walldist, 14) }; - if ((rxi[0]-pos->x) * (ryi[1]-pos->y) < (rxi[1]-pos->x) * (ryi[0]-pos->y)) + if ((rxi[0]-pos->X) * (ryi[1]-pos->y) < (rxi[1]-pos->X) * (ryi[0]-pos->y)) { if (clipinsideboxline(cent.X, cent.Y, rxi[1], ryi[1], rxi[0], ryi[0], rad) != 0) addclipline(rxi[1]-v.Y, ryi[1]+v.X, rxi[0]+v.X, ryi[0]+v.Y, obj, false); } - else if ((rxi[2]-pos->x) * (ryi[3]-pos->y) < (rxi[3]-pos->x) * (ryi[2]-pos->y)) + else if ((rxi[2]-pos->X) * (ryi[3]-pos->y) < (rxi[3]-pos->X) * (ryi[2]-pos->y)) { if (clipinsideboxline(cent.X, cent.Y, rxi[3], ryi[3], rxi[2], ryi[2], rad) != 0) addclipline(rxi[3]+v.Y, ryi[3]-v.X, rxi[2]-v.X, ryi[2]-v.Y, obj, false); } - if ((rxi[1]-pos->x) * (ryi[2]-pos->y) < (rxi[2]-pos->x) * (ryi[1]-pos->y)) + if ((rxi[1]-pos->X) * (ryi[2]-pos->y) < (rxi[2]-pos->X) * (ryi[1]-pos->y)) { if (clipinsideboxline(cent.X, cent.Y, rxi[2], ryi[2], rxi[1], ryi[1], rad) != 0) addclipline(rxi[2]-v.X, ryi[2]-v.Y, rxi[1]-v.Y, ryi[1]+v.X, obj, false); } - else if ((rxi[3]-pos->x) * (ryi[0]-pos->y) < (rxi[0]-pos->x) * (ryi[3]-pos->y)) + else if ((rxi[3]-pos->X) * (ryi[0]-pos->y) < (rxi[0]-pos->X) * (ryi[3]-pos->y)) { if (clipinsideboxline(cent.X, cent.Y, rxi[0], ryi[0], rxi[3], ryi[3], rad) != 0) addclipline(rxi[0]+v.X, ryi[0]+v.Y, rxi[3]+v.Y, ryi[3]-v.X, obj, false); @@ -748,7 +748,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, if (clipinsideboxline(cent.X, cent.Y, x1, y1, x2, y2, rad) != 0) { - if ((x1 - pos->x) * (y2 - pos->y) >= (x2 - pos->x) * (y1 - pos->y)) + if ((x1 - pos->X) * (y2 - pos->y) >= (x2 - pos->X) * (y1 - pos->y)) { addclipline(x1 + v.X, y1 + v.Y, x2 + v.Y, y2 - v.X, obj, false); } @@ -777,11 +777,11 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, { for (int i=clipnum-1;i>=0;--i) { - if (!bitmap_test(clipignore, i) && clipinsideboxline(pos->x, pos->y, clipit[i].x1, clipit[i].y1, clipit[i].x2, clipit[i].y2, walldist)) + if (!bitmap_test(clipignore, i) && clipinsideboxline(pos->X, pos->y, clipit[i].x1, clipit[i].y1, clipit[i].x2, clipit[i].y2, walldist)) { vec2_t const vec = pos->vec2; - keepaway(&pos->x, &pos->y, i); - if (inside_p(pos->x,pos->y, *sectnum) != 1) + keepaway(&pos->X, &pos->y, i); + if (inside_p(pos->X,pos->y, *sectnum) != 1) pos->vec2 = vec; break; } @@ -827,7 +827,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, if ((tempint ^ tempint2) < 0) { if (enginecompatibility_mode == ENGINECOMPATIBILITY_19961112) - updatesector(pos->x, pos->y, sectnum); + updatesector(pos->X, pos->y, sectnum); return clipReturn; } } @@ -846,7 +846,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, clipupdatesector(vec, sectnum, rad); } - pos->x = vec.X; + pos->X = vec.X; pos->y = vec.Y; cnt--; } while ((xvect|yvect) != 0 && hitwall >= 0 && cnt > 0); @@ -854,7 +854,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, if (enginecompatibility_mode != ENGINECOMPATIBILITY_NONE) { for (int j=0; jx, pos->y, clipsectorlist[j]) == 1) + if (inside_p(pos->X, pos->y, clipsectorlist[j]) == 1) { *sectnum = clipsectorlist[j]; return clipReturn; @@ -865,10 +865,10 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, for (int j = (int)sector.Size() - 1; j >= 0; j--) { auto sect = §or[j]; - if (inside(pos->x, pos->y, sect) == 1) + if (inside(pos->X, pos->y, sect) == 1) { if (enginecompatibility_mode != ENGINECOMPATIBILITY_19950829 && (sect->ceilingstat & CSTAT_SECTOR_SLOPE)) - tempint2 = getceilzofslopeptr(sect, pos->x, pos->y) - pos->z; + tempint2 = getceilzofslopeptr(sect, pos->X, pos->y) - pos->z; else tempint2 = sect->ceilingz - pos->z; @@ -883,7 +883,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, else { if (enginecompatibility_mode != ENGINECOMPATIBILITY_19950829 && (sect->ceilingstat & CSTAT_SECTOR_SLOPE)) - tempint2 = pos->z - getflorzofslopeptr(sect, pos->x, pos->y); + tempint2 = pos->z - getflorzofslopeptr(sect, pos->X, pos->y); else tempint2 = pos->z - sect->floorz; @@ -970,7 +970,7 @@ int pushmove_(vec3_t *const vect, int *const sectnum, //Find closest point on wall (dax, day) to (vect->x, vect->y) int32_t dax = wal->point2Wall()->x-wal->x; int32_t day = wal->point2Wall()->y-wal->y; - int32_t daz = dax*((vect->x)-wal->x) + day*((vect->y)-wal->y); + int32_t daz = dax*((vect->X)-wal->x) + day*((vect->y)-wal->y); int32_t t; if (daz <= 0) t = 0; @@ -996,7 +996,7 @@ int pushmove_(vec3_t *const vect, int *const sectnum, int bad2 = 16; do { - vect->x = (vect->x) + dx; vect->y = (vect->y) + dy; + vect->X = (vect->X) + dx; vect->y = (vect->y) + dy; bad2--; if (bad2 == 0) break; } while (clipinsidebox(&vect->vec2, i, walldist-4) != 0); bad = -1; @@ -1035,8 +1035,8 @@ void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBas //Extra walldist for sprites on sector lines const int32_t extradist = walldist+MAXCLIPDIST+1; - const int32_t xmin = pos.x-extradist, ymin = pos.y-extradist; - const int32_t xmax = pos.x+extradist, ymax = pos.y+extradist; + const int32_t xmin = pos.X-extradist, ymin = pos.y-extradist; + const int32_t xmax = pos.X+extradist, ymax = pos.y+extradist; const int32_t dawalclipmask = (cliptype&65535); const int32_t dasprclipmask = (cliptype >> 16); @@ -1075,7 +1075,7 @@ void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBas continue; vec2_t const d = { v2.X-v1.X, v2.Y-v1.Y }; - if (d.X*(pos.y-v1.Y) < (pos.x-v1.X)*d.Y) continue; //back + if (d.X*(pos.y-v1.Y) < (pos.X-v1.X)*d.Y) continue; //back vec2_t da = { (d.X > 0) ? d.X*(ymin-v1.Y) : d.X*(ymax-v1.Y), (d.Y > 0) ? d.Y*(xmax-v1.X) : d.Y*(xmin-v1.X) }; @@ -1148,7 +1148,7 @@ void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBas case CSTAT_SPRITE_ALIGNMENT_FACING: { int32_t k = walldist+(spr->clipdist<<2)+1; - if ((abs(v1.X-pos.x) <= k) && (abs(v1.Y-pos.y) <= k)) + if ((abs(v1.X-pos.X) <= k) && (abs(v1.Y-pos.y) <= k)) { daz = spr->z + spriteheightofsptr(spr, &k, 1); daz2 = daz - k; @@ -1162,7 +1162,7 @@ void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBas vec2_t v2; get_wallspr_points(spr, &v1.X, &v2.X, &v1.Y, &v2.Y); - if (clipinsideboxline(pos.x,pos.y,v1.X,v1.Y,v2.X,v2.Y,walldist+1) != 0) + if (clipinsideboxline(pos.X,pos.y,v1.X,v1.Y,v2.X,v2.Y,walldist+1) != 0) { int32_t k; daz = spr->z + spriteheightofsptr(spr, &k, 1); @@ -1176,13 +1176,13 @@ void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBas case CSTAT_SPRITE_ALIGNMENT_SLOPE: { if ((cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR) daz = spr->z; - else daz = spriteGetZOfSlope(spr, pos.x, pos.y); + else daz = spriteGetZOfSlope(spr, pos.X, pos.y); if ((cstat & CSTAT_SPRITE_ONE_SIDE) != 0 && (pos.z > daz) == ((cstat & CSTAT_SPRITE_YFLIP)==0)) continue; vec2_t v2, v3, v4; - get_floorspr_points((uspriteptr_t) spr, pos.x, pos.y, &v1.X, &v2.X, &v3.X, &v4.X, + get_floorspr_points((uspriteptr_t) spr, pos.X, pos.y, &v1.X, &v2.X, &v3.X, &v4.X, &v1.Y, &v2.Y, &v3.Y, &v4.Y, spriteGetSlope(spr)); vec2_t const da = { MulScale(bcos(spr->ang - 256), walldist + 4, 14), @@ -1224,7 +1224,7 @@ int32_t try_facespr_intersect(uspriteptr_t const spr, vec3_t const in, { vec3_t const sprpos = spr->pos; - int32_t const topt = vx * (sprpos.x - in.x) + vy * (sprpos.y - in.y); + int32_t const topt = vx * (sprpos.X - in.X) + vy * (sprpos.y - in.y); if (topt <= 0) return 0; @@ -1239,7 +1239,7 @@ int32_t try_facespr_intersect(uspriteptr_t const spr, vec3_t const in, if (newpos.z < z1 - siz || newpos.z > z1) return 0; - int32_t const topu = vx * (sprpos.y - in.y) - vy * (sprpos.x - in.x); + int32_t const topu = vx * (sprpos.y - in.y) - vy * (sprpos.X - in.X); vec2_t const off = { Scale(vx, topu, bot), Scale(vy, topu, bot) }; int32_t const dist = off.X * off.X + off.Y * off.Y; @@ -1247,10 +1247,10 @@ int32_t try_facespr_intersect(uspriteptr_t const spr, vec3_t const in, if (dist > MulScale(siz, siz, 7)) return 0; - newpos.vec2 = { in.x + Scale(vx, topt, bot), in.y + Scale(vy, topt, bot) }; + newpos.vec2 = { in.X + Scale(vx, topt, bot), in.y + Scale(vy, topt, bot) }; - if (abs(newpos.x - in.x) + abs(newpos.y - in.y) + strictly_smaller_than_p > - abs(intp->x - in.x) + abs(intp->y - in.y)) + if (abs(newpos.X - in.X) + abs(newpos.y - in.y) + strictly_smaller_than_p > + abs(intp->X - in.X) + abs(intp->y - in.y)) return 0; *intp = newpos; @@ -1262,7 +1262,7 @@ static inline void hit_set(HitInfoBase *hit, sectortype* sect, walltype* wal, DC hit->hitSector = sect; hit->hitWall = wal; hit->hitActor = actor; - hit->hitpos.x = x; + hit->hitpos.X = x; hit->hitpos.y = y; hit->hitpos.z = z; } @@ -1291,11 +1291,11 @@ static int32_t hitscan_trysector(const vec3_t *sv, sectortype* sec, HitInfoBase j = (vz<<8)-DMulScale(dax,vy,-day,vx, 15); if (j != 0) { - i = ((z - sv->z)<<8)+DMulScale(dax,sv->y-wal->y,-day,sv->x-wal->x, 15); + i = ((z - sv->z)<<8)+DMulScale(dax,sv->y-wal->y,-day,sv->X-wal->x, 15); if (((i^j) >= 0) && ((abs(i)>>1) < abs(j))) { i = DivScale(i,j, 30); - x1 = sv->x + MulScale(vx,i, 30); + x1 = sv->X + MulScale(vx,i, 30); y1 = sv->y + MulScale(vy,i, 30); z1 = sv->z + MulScale(vz,i, 30); } @@ -1307,12 +1307,12 @@ static int32_t hitscan_trysector(const vec3_t *sv, sectortype* sec, HitInfoBase if ((abs(i)>>1) < vz*how) { i = DivScale(i,vz, 30); - x1 = sv->x + MulScale(vx,i, 30); + x1 = sv->X + MulScale(vx,i, 30); y1 = sv->y + MulScale(vy,i, 30); } } - if ((x1 != INT32_MAX) && (abs(x1-sv->x)+abs(y1-sv->y) < abs((hit->hitpos.x)-sv->x)+abs((hit->hitpos.y)-sv->y))) + if ((x1 != INT32_MAX) && (abs(x1-sv->X)+abs(y1-sv->y) < abs((hit->hitpos.X)-sv->X)+abs((hit->hitpos.y)-sv->y))) { if (inside(x1,y1,sec) == 1) { @@ -1332,7 +1332,7 @@ static int32_t hitscan_trysector(const vec3_t *sv, sectortype* sec, HitInfoBase int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& direction, HitInfoBase& hitinfo, unsigned cliptype) { auto const sv = &start; - int const vx = direction.x, vy = direction.y, vz = direction.z; + int const vx = direction.X, vy = direction.y, vz = direction.z; int32_t x1, y1=0, z1=0, x2, y2, intx, inty, intz; int32_t i, k, daz; @@ -1368,11 +1368,11 @@ int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& dire x1 = wal->x; y1 = wal->y; x2 = wal2->x; y2 = wal2->y; - if (compat_maybe_truncate_to_int32((coord_t)(x1-sv->x)*(y2-sv->y)) - < compat_maybe_truncate_to_int32((coord_t)(x2-sv->x)*(y1-sv->y))) continue; - if (rintersect(sv->x,sv->y,sv->z, vx,vy,vz, x1,y1, x2,y2, &intx,&inty,&intz) == -1) continue; + if (compat_maybe_truncate_to_int32((coord_t)(x1-sv->X)*(y2-sv->y)) + < compat_maybe_truncate_to_int32((coord_t)(x2-sv->X)*(y1-sv->y))) continue; + if (rintersect(sv->X,sv->y,sv->z, vx,vy,vz, x1,y1, x2,y2, &intx,&inty,&intz) == -1) continue; - if (abs(intx-sv->x)+abs(inty-sv->y) >= abs((hitinfo.hitpos.x)-sv->x)+abs((hitinfo.hitpos.y)-sv->y)) + if (abs(intx-sv->X)+abs(inty-sv->y) >= abs((hitinfo.hitpos.X)-sv->X)+abs((hitinfo.hitpos.y)-sv->y)) continue; if (!curspr) @@ -1437,13 +1437,13 @@ int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& dire get_wallspr_points(spr, &x1, &x2, &y1, &y2); if ((cstat & CSTAT_SPRITE_ONE_SIDE) != 0) //back side of 1-way sprite - if (compat_maybe_truncate_to_int32((coord_t)(x1-sv->x)*(y2-sv->y)) - < compat_maybe_truncate_to_int32((coord_t)(x2-sv->x)*(y1-sv->y))) continue; + if (compat_maybe_truncate_to_int32((coord_t)(x1-sv->X)*(y2-sv->y)) + < compat_maybe_truncate_to_int32((coord_t)(x2-sv->X)*(y1-sv->y))) continue; - ucoefup16 = rintersect(sv->x,sv->y,sv->z,vx,vy,vz,x1,y1,x2,y2,&intx,&inty,&intz); + ucoefup16 = rintersect(sv->X,sv->y,sv->z,vx,vy,vz,x1,y1,x2,y2,&intx,&inty,&intz); if (ucoefup16 == -1) continue; - if (abs(intx-sv->x)+abs(inty-sv->y) > abs((hitinfo.hitpos.x)-sv->x)+abs((hitinfo.hitpos.y)-sv->y)) + if (abs(intx-sv->X)+abs(inty-sv->y) > abs((hitinfo.hitpos.X)-sv->X)+abs((hitinfo.hitpos.y)-sv->y)) continue; daz = spr->z + spriteheightofsptr(&actor->s(), &k, 1); @@ -1482,10 +1482,10 @@ int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& dire if ((sv->z > intz) == ((cstat & CSTAT_SPRITE_YFLIP)==0)) continue; // avoid overflow errors by using 64 bit math. - intx = int(sv->x + (int64_t(intz) - sv->z) * vx / vz); + intx = int(sv->X + (int64_t(intz) - sv->z) * vx / vz); inty = int(sv->y + (int64_t(intz) - sv->z) * vy / vz); - if (abs(intx-sv->x)+abs(inty-sv->y) > abs((hitinfo.hitpos.x)-sv->x)+abs((hitinfo.hitpos.y)-sv->y)) + if (abs(intx-sv->X)+abs(inty-sv->y) > abs((hitinfo.hitpos.X)-sv->X)+abs((hitinfo.hitpos.y)-sv->y)) continue; get_floorspr_points((uspriteptr_t)spr, intx, inty, &x1, &x2, &x3, &x4, @@ -1507,15 +1507,15 @@ int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& dire if (j == 0) continue; if ((cstat & 64) != 0) if ((j < 0) == ((cstat & 8) == 0)) continue; - int32_t i = ((spr->z - sv->z) << 8) + DMulScale(dax, sv->y - spr->y, -day, sv->x - spr->x, 15); + int32_t i = ((spr->z - sv->z) << 8) + DMulScale(dax, sv->y - spr->y, -day, sv->X - spr->x, 15); if ((i ^ j) < 0 || (abs(i) >> 1) >= abs(j)) continue; i = DivScale(i, j, 30); - intx = sv->x + MulScale(vx, i, 30); + intx = sv->X + MulScale(vx, i, 30); inty = sv->y + MulScale(vy, i, 30); intz = sv->z + MulScale(vz, i, 30); - if (abs(intx - sv->x) + abs(inty - sv->y) > abs((hitinfo.hitpos.x) - sv->x) + abs((hitinfo.hitpos.y) - sv->y)) + if (abs(intx - sv->X) + abs(inty - sv->y) > abs((hitinfo.hitpos.X) - sv->X) + abs((hitinfo.hitpos.y) - sv->y)) continue; get_floorspr_points((uspriteptr_t)spr, intx, inty, &x1, &x2, &x3, &x4, diff --git a/source/build/src/engine.cpp b/source/build/src/engine.cpp index f803587ca..b88fd9554 100644 --- a/source/build/src/engine.cpp +++ b/source/build/src/engine.cpp @@ -536,10 +536,10 @@ void neartag(const vec3_t& sv, sectortype* sect, int ange, HitInfoBase& result, { const int32_t vx = MulScale(bcos(ange), neartagrange, 14); const int32_t vy = MulScale(bsin(ange), neartagrange, 14); - vec3_t hitv = { sv.x+vx, sv.y+vy, 0 }; + vec3_t hitv = { sv.X+vx, sv.y+vy, 0 }; result.clearObj(); - result.hitpos.x = 0; + result.hitpos.X = 0; if (!sect || (tagsearch & 3) == 0) return; @@ -567,16 +567,16 @@ void neartag(const vec3_t& sv, sectortype* sect, int ange, HitInfoBase& result, if ((tagsearch & 2) && wal->hitag) good |= 2; if ((good == 0) && (!wal->twoSided())) continue; - if ((coord_t)(x1 - sv.x) * (y2 - sv.y) < (coord_t)(x2 - sv.x) * (y1 - sv.y)) continue; + if ((coord_t)(x1 - sv.X) * (y2 - sv.y) < (coord_t)(x2 - sv.X) * (y1 - sv.y)) continue; - if (lintersect(sv.x, sv.y, sv.z, hitv.x, hitv.y, hitv.z, x1, y1, x2, y2, &intx, &inty, &intz) == 1) + if (lintersect(sv.X, sv.y, sv.z, hitv.X, hitv.y, hitv.z, x1, y1, x2, y2, &intx, &inty, &intz) == 1) { if (good != 0) { if (good & 1) result.hitSector = nextsect; if (good & 2) result.hitWall = wal; - result.hitpos.x = DMulScale(intx - sv.x, bcos(ange), inty - sv.y, bsin(ange), 14); - hitv.x = intx; hitv.y = inty; hitv.z = intz; + result.hitpos.X = DMulScale(intx - sv.X, bcos(ange), inty - sv.y, bsin(ange), 14); + hitv.X = intx; hitv.y = inty; hitv.z = intz; } if (wal->twoSided()) @@ -602,7 +602,7 @@ void neartag(const vec3_t& sv, sectortype* sect, int ange, HitInfoBase& result, if (try_facespr_intersect(spr, sv, vx, vy, 0, &hitv, 1)) { result.hitActor = actor; - result.hitpos.x = DMulScale(hitv.x-sv.x, bcos(ange), hitv.y-sv.y, bsin(ange), 14); + result.hitpos.X = DMulScale(hitv.X-sv.X, bcos(ange), hitv.y-sv.y, bsin(ange), 14); } } } diff --git a/source/build/src/mdsprite.cpp b/source/build/src/mdsprite.cpp index 9bf953a4d..bd7a63696 100644 --- a/source/build/src/mdsprite.cpp +++ b/source/build/src/mdsprite.cpp @@ -1089,7 +1089,7 @@ void md3_vox_calcmat_common(tspriteptr_t tspr, const FVector3 *a0, float f, floa float k0, k1, k2, k3, k4, k5, k6, k7; auto& sext = tspr->ownerActor->sx(); - k0 = ((float)(tspr->x+sext.position_offset.x-globalposx))*f*(1.f/1024.f); + k0 = ((float)(tspr->x+sext.position_offset.X-globalposx))*f*(1.f/1024.f); k1 = ((float)(tspr->y+sext.position_offset.y-globalposy))*f*(1.f/1024.f); k4 = -bsinf(tspr->ang+sext.angoff, -14); k5 = bcosf(tspr->ang+sext.angoff, -14); @@ -1218,7 +1218,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr) // calculations below again, but are needed for the base offsets. f = (65536.f*512.f)/(fxdimen*fviewingrange); g = 32.f/(fxdimen*gxyaspect); - m0.Y *= f; m1.Y *= f; a0.Y = (((float)(tspr->x+sext->position_offset.x-globalposx))* (1.f/1024.f) + a0.Y)*f; + m0.Y *= f; m1.Y *= f; a0.Y = (((float)(tspr->x+sext->position_offset.X-globalposx))* (1.f/1024.f) + a0.Y)*f; m0.X *=-f; m1.X *=-f; a0.X = ((k1 -fglobalposy) * -(1.f/1024.f) + a0.X)*-f; m0.Z *= g; m1.Z *= g; a0.Z = ((k0 -fglobalposz) * -(1.f/16384.f) + a0.Z)*g; @@ -1280,8 +1280,8 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr) float f = 1.f/((fxdimen * fviewingrange) * (256.f/(65536.f*128.f)) * (m0.X+m1.X)); memset(&a0, 0, sizeof(a0)); - if (sext->pivot_offset.x) - a0.X = (float) sext->pivot_offset.x * f; + if (sext->pivot_offset.X) + a0.X = (float) sext->pivot_offset.X * f; if (sext->pivot_offset.y) // Compare with SCREEN_FACTORS above a0.Y = (float) sext->pivot_offset.y * f; diff --git a/source/build/src/polymost.cpp b/source/build/src/polymost.cpp index 36d1b6288..276facd7c 100644 --- a/source/build/src/polymost.cpp +++ b/source/build/src/polymost.cpp @@ -2733,12 +2733,12 @@ void polymost_drawsprite(int32_t snum) if (actor->sx().flags & SPREXT_AWAY1) { - pos.x += bcos(tspr->ang, -13); + pos.X += bcos(tspr->ang, -13); pos.y += bsin(tspr->ang, -13); } else if (actor->sx().flags & SPREXT_AWAY2) { - pos.x -= bcos(tspr->ang, -13); + pos.X -= bcos(tspr->ang, -13); pos.y -= bsin(tspr->ang, -13); } @@ -2878,7 +2878,7 @@ void polymost_drawsprite(int32_t snum) FVector2 const vf = { extent.X * f, extent.Y * f }; - FVector2 vec0 = { (float)(pos.x - globalposx) - vf.X, + FVector2 vec0 = { (float)(pos.X - globalposx) - vf.X, (float)(pos.y - globalposy) - vf.Y }; int32_t walldist = 1; @@ -2889,9 +2889,9 @@ void polymost_drawsprite(int32_t snum) { vec2_t v = { /*Blrintf(vf.x)*/(int)vf.X, /*Blrintf(vf.y)*/(int)vf.Y }; - if (walldist <= 2 || ((pos.x - v.X) + (pos.x + v.X)) == (wall[w].x + POINT2(w).x) || + if (walldist <= 2 || ((pos.X - v.X) + (pos.X + v.X)) == (wall[w].x + POINT2(w).x) || ((pos.y - v.Y) + (pos.y + v.Y)) == (wall[w].y + POINT2(w).y) || - polymost_lintersect(pos.x - v.X, pos.y - v.Y, pos.x + v.X, pos.y + v.Y, wall[w].x, wall[w].y, + polymost_lintersect(pos.X - v.X, pos.y - v.Y, pos.X + v.X, pos.y + v.Y, wall[w].x, wall[w].y, POINT2(w).x, POINT2(w).y)) { int32_t const ang = getangle(wall[w].x - POINT2(w).x, wall[w].y - POINT2(w).y); @@ -3406,7 +3406,7 @@ static void sortsprites(int const start, int const end) { if (spritesxyz[l].y <= spritesxyz[l + gap].y) break; std::swap(tspriteptr[l], tspriteptr[l + gap]); - std::swap(spritesxyz[l].x, spritesxyz[l + gap].x); + std::swap(spritesxyz[l].X, spritesxyz[l + gap].X); std::swap(spritesxyz[l].y, spritesxyz[l + gap].y); } @@ -3512,7 +3512,7 @@ void renderDrawMasks(void) if (MulScale(labs(xp + yp), xdimen, 24) >= yp) goto killsprite; - spritesxyz[i].x = Scale(xp + yp, xdimen << 7, yp); + spritesxyz[i].X = Scale(xp + yp, xdimen << 7, yp); } else if ((tspriteptr[i]->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0) { @@ -3526,7 +3526,7 @@ void renderDrawMasks(void) if (i != numSprites) { tspriteptr[i] = tspriteptr[numSprites]; - spritesxyz[i].x = spritesxyz[numSprites].x; + spritesxyz[i].X = spritesxyz[numSprites].X; spritesxyz[i].y = spritesxyz[numSprites].y; } } @@ -3537,10 +3537,10 @@ void renderDrawMasks(void) if (i != numSprites) { tspriteptr[i] = tspriteptr[pm_spritesortcnt]; - spritesxyz[i].x = spritesxyz[pm_spritesortcnt].x; + spritesxyz[i].X = spritesxyz[pm_spritesortcnt].X; spritesxyz[i].y = spritesxyz[pm_spritesortcnt].y; tspriteptr[pm_spritesortcnt] = tspriteptr[numSprites]; - spritesxyz[pm_spritesortcnt].x = spritesxyz[numSprites].x; + spritesxyz[pm_spritesortcnt].X = spritesxyz[numSprites].X; spritesxyz[pm_spritesortcnt].y = spritesxyz[numSprites].y; } } @@ -3844,7 +3844,7 @@ int32_t polymost_voxdraw(voxmodel_t* m, tspriteptr_t const tspr, bool rotate) int const shadowHack = !!(tspr->clipdist & TSPR_FLAGS_MDHACK); - m0.Y *= f; a0.Y = (((float)(tspr->x + tspr->ownerActor->sx().position_offset.x - globalposx)) * (1.f / 1024.f) + a0.Y) * f; + m0.Y *= f; a0.Y = (((float)(tspr->x + tspr->ownerActor->sx().position_offset.X - globalposx)) * (1.f / 1024.f) + a0.Y) * f; m0.X *= -f; a0.X = (((float)(tspr->y + tspr->ownerActor->sx().position_offset.y - globalposy)) * -(1.f / 1024.f) + a0.X) * -f; m0.Z *= g; a0.Z = (((float)(k0 - globalposz - shadowHack)) * -(1.f / 16384.f) + a0.Z) * g; diff --git a/source/core/actorlist.cpp b/source/core/actorlist.cpp index 3aee388fb..6f3169748 100644 --- a/source/core/actorlist.cpp +++ b/source/core/actorlist.cpp @@ -449,7 +449,7 @@ void SetActor(DCoreActor* actor, const vec3_t* newpos) { auto tempsector = actor->sector(); actor->spr.setpos(*newpos); - updatesector(newpos->x, newpos->y, &tempsector); + updatesector(newpos->X, newpos->y, &tempsector); if (tempsector && tempsector != actor->sector()) ChangeActorSect(actor, tempsector); @@ -459,7 +459,7 @@ void SetActorZ(DCoreActor* actor, const vec3_t* newpos) { auto tempsector = actor->sector(); actor->spr.setpos(*newpos); - updatesectorz(newpos->x, newpos->y, newpos->z, &tempsector); + updatesectorz(newpos->X, newpos->y, newpos->z, &tempsector); if (tempsector && tempsector != actor->sector()) ChangeActorSect(actor, tempsector); diff --git a/source/core/gamefuncs.cpp b/source/core/gamefuncs.cpp index fc5494998..58e34e70f 100644 --- a/source/core/gamefuncs.cpp +++ b/source/core/gamefuncs.cpp @@ -51,7 +51,7 @@ bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, sectortype** p hitscan({ *px, *py, *pz }, *psect, { nx, ny, nz }, hitinfo, CLIPMASK1); pspr->cstat = bakcstat; - int hx = hitinfo.hitpos.x - *px; + int hx = hitinfo.hitpos.X - *px; int hy = hitinfo.hitpos.y - *py; if (*psect == nullptr) @@ -408,7 +408,7 @@ FSerializer& Serialize(FSerializer& arc, const char* key, vec3_t& c, vec3_t* def if (arc.isWriting() && def && !memcmp(&c, def, sizeof(c))) return arc; if (arc.BeginObject(key)) { - arc("x", c.x, def ? &def->x : nullptr) + arc("x", c.X, def ? &def->X : nullptr) ("y", c.y, def ? &def->y : nullptr) ("z", c.z, def ? &def->z : nullptr) .EndObject(); diff --git a/source/core/gameinput.h b/source/core/gameinput.h index 962194468..5e4b7ee55 100644 --- a/source/core/gameinput.h +++ b/source/core/gameinput.h @@ -265,13 +265,13 @@ struct PlayerPosition vec3_t pos, opos; // Interpolation helpers. - void backupx() { opos.x = pos.x; } + void backupx() { opos.X = pos.X; } void backupy() { opos.y = pos.y; } void backupz() { opos.z = pos.z; } void backuppos() { opos = pos; } // Interpolated points. - int32_t interpolatedx(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.x, pos.x, smoothratio, scale); } + int32_t interpolatedx(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.X, pos.X, smoothratio, scale); } int32_t interpolatedy(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.y, pos.y, smoothratio, scale); } int32_t interpolatedz(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.z, pos.z, smoothratio, scale); } diff --git a/source/core/intvec.h b/source/core/intvec.h index ee1e28902..6bda7652c 100644 --- a/source/core/intvec.h +++ b/source/core/intvec.h @@ -29,18 +29,18 @@ struct vec3_t { struct { - int32_t x, y, z; + int32_t X, y, z; }; vec2_t vec2; }; vec3_t() = default; vec3_t(const vec3_t&) = default; - vec3_t(int x_, int y_, int z_) : x(x_), y(y_), z(z_) {} - vec3_t operator+(const vec3_t& other) const { return { x + other.x, y + other.y, z + other.z }; } - vec3_t operator-(const vec3_t& other) const { return { x - other.x, y - other.y, z - other.z }; } - vec3_t& operator+=(const vec3_t & other) { x += other.x; y += other.y; z += other.z; return *this; }; - vec3_t& operator-=(const vec3_t & other) { x -= other.x; y -= other.y; z += other.z; return *this; }; + vec3_t(int x, int y_, int z_) : X(x), y(y_), z(z_) {} + vec3_t operator+(const vec3_t& other) const { return { X + other.X, y + other.y, z + other.z }; } + vec3_t operator-(const vec3_t& other) const { return { X - other.X, y - other.y, z - other.z }; } + vec3_t& operator+=(const vec3_t& other) { X += other.X; y += other.y; z += other.z; return *this; }; + vec3_t& operator-=(const vec3_t& other) { X -= other.X; y -= other.y; z += other.z; return *this; }; }; diff --git a/source/core/maphack.cpp b/source/core/maphack.cpp index 53725e39f..3b0467db9 100644 --- a/source/core/maphack.cpp +++ b/source/core/maphack.cpp @@ -278,7 +278,7 @@ static int32_t LoadMapHack(const char *filename, SpawnSpriteDef& sprites) else if (sc.Compare("mdxoff") || sc.Compare("mdpivxoff") || sc.Compare("mdpivotxoff")) { if (sc.CheckNumber() && validateSprite()) - sprites.sprext[currentsprite].pivot_offset.x = sc.Number; + sprites.sprext[currentsprite].pivot_offset.X = sc.Number; } else if (sc.Compare("mdyoff") || sc.Compare("mdpivyoff") || sc.Compare("mdpivotyoff")) { @@ -293,17 +293,17 @@ static int32_t LoadMapHack(const char *filename, SpawnSpriteDef& sprites) else if (sc.Compare("mdposxoff") || sc.Compare("mdpositionxoff")) { if (sc.CheckNumber() && validateSprite()) - sprites.sprext[currentsprite].position_offset.x = sc.Number; + sprites.sprext[currentsprite].position_offset.X = sc.Number; } else if (sc.Compare("mdposyoff") || sc.Compare("mdpositionyoff")) { if (sc.CheckNumber() && validateSprite()) - sprites.sprext[currentsprite].position_offset.x = sc.Number; + sprites.sprext[currentsprite].position_offset.X = sc.Number; } else if (sc.Compare("mdposzoff") || sc.Compare("mdpositionzoff")) { if (sc.CheckNumber() && validateSprite()) - sprites.sprext[currentsprite].position_offset.x = sc.Number; + sprites.sprext[currentsprite].position_offset.X = sc.Number; } else if (sc.Compare("away1")) { diff --git a/source/core/maploader.cpp b/source/core/maploader.cpp index fa5301e30..cc75a0fcd 100644 --- a/source/core/maploader.cpp +++ b/source/core/maploader.cpp @@ -289,7 +289,7 @@ void validateSprite(spritetype& spr, int sectnum, int index) static void ReadSpriteV7(FileReader& fr, spritetype& spr, int& secno) { - spr.pos.x = fr.ReadInt32(); + spr.pos.X = fr.ReadInt32(); spr.pos.y = fr.ReadInt32(); spr.pos.z = fr.ReadInt32(); spr.cstat = ESpriteFlags::FromInt(fr.ReadUInt16()); @@ -317,7 +317,7 @@ static void ReadSpriteV7(FileReader& fr, spritetype& spr, int& secno) static void ReadSpriteV6(FileReader& fr, spritetype& spr, int& secno) { - spr.pos.x = fr.ReadInt32(); + spr.pos.X = fr.ReadInt32(); spr.pos.y = fr.ReadInt32(); spr.pos.z = fr.ReadInt32(); spr.cstat = ESpriteFlags::FromInt(fr.ReadUInt16()); @@ -345,7 +345,7 @@ static void ReadSpriteV6(FileReader& fr, spritetype& spr, int& secno) static void ReadSpriteV5(FileReader& fr, spritetype& spr, int& secno) { - spr.pos.x = fr.ReadInt32(); + spr.pos.X = fr.ReadInt32(); spr.pos.y = fr.ReadInt32(); spr.pos.z = fr.ReadInt32(); spr.cstat = ESpriteFlags::FromInt(fr.ReadUInt16()); @@ -426,7 +426,7 @@ void loadMap(const char* filename, int flags, vec3_t* pos, int16_t* ang, int* cu I_Error("%s: Invalid map format, expected 5-9, got %d", filename, mapversion); } - pos->x = fr.ReadInt32(); + pos->X = fr.ReadInt32(); pos->y = fr.ReadInt32(); pos->z = fr.ReadInt32(); *ang = fr.ReadInt16() & 2047; @@ -493,7 +493,7 @@ void loadMap(const char* filename, int flags, vec3_t* pos, int16_t* ang, int* cu //Must be last. fixSectors(); - updatesector(pos->x, pos->y, cursectnum); + updatesector(pos->X, pos->y, cursectnum); guniqhudid = 0; fr.Seek(0, FileReader::SeekSet); auto buffer = fr.Read(); diff --git a/source/core/maptypes.h b/source/core/maptypes.h index 9e2fec53e..867a7fe2d 100644 --- a/source/core/maptypes.h +++ b/source/core/maptypes.h @@ -469,7 +469,7 @@ struct spritetypebase void backupx() { - opos.x = pos.x; + opos.X = pos.X; } void backupy() diff --git a/source/core/raze_sound.h b/source/core/raze_sound.h index 5de9c2cff..d5d5afda1 100644 --- a/source/core/raze_sound.h +++ b/source/core/raze_sound.h @@ -10,7 +10,7 @@ inline FVector3 GetSoundPos(const vec3_t *pos) const float xmul = 1 / 16.f; const float ymul = -1 / 16.f; const float zmul = -1 / 256.f; - return { pos->x* xmul, pos->z* zmul, pos->y* ymul }; + return { pos->X* xmul, pos->z* zmul, pos->y* ymul }; } diff --git a/source/core/rendering/hw_entrypoint.cpp b/source/core/rendering/hw_entrypoint.cpp index 78a19750e..05682a535 100644 --- a/source/core/rendering/hw_entrypoint.cpp +++ b/source/core/rendering/hw_entrypoint.cpp @@ -182,7 +182,7 @@ FRenderViewpoint SetupViewpoint(spritetype* cam, const vec3_t& position, int sec r_viewpoint.CameraSprite = cam; r_viewpoint.SectNums = nullptr; r_viewpoint.SectCount = sectnum; - r_viewpoint.Pos = { position.x / 16.f, position.y / -16.f, position.z / -256.f }; + r_viewpoint.Pos = { position.X / 16.f, position.y / -16.f, position.z / -256.f }; r_viewpoint.HWAngles.Yaw = -90.f + angle.asdeg(); r_viewpoint.HWAngles.Pitch = -horizon.aspitch(); r_viewpoint.HWAngles.Roll = -rollang.asdeg(); @@ -313,7 +313,7 @@ void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sect if (gl_fogmode == 1) gl_fogmode = 2; // still needed? - updatesector(position.x, position.y, §num); + updatesector(position.X, position.y, §num); if (sectnum < 0) return; iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0; @@ -366,7 +366,7 @@ void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sect void render_camtex(spritetype* playersprite, const vec3_t& position, sectortype* sect, binangle angle, fixedhoriz horizon, binangle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio) { - updatesector(position.x, position.y, §); + updatesector(position.X, position.y, §); if (!sect) return; screen->RenderState()->SetVertexBuffer(screen->mVertexData); diff --git a/source/core/rendering/hw_voxels.cpp b/source/core/rendering/hw_voxels.cpp index e48d0343f..6bd573de2 100644 --- a/source/core/rendering/hw_voxels.cpp +++ b/source/core/rendering/hw_voxels.cpp @@ -77,7 +77,7 @@ static voxmodel_t* voxload(int lumpnum) vm->piv.X = float(pivot.X); vm->piv.Y = float(pivot.Y); vm->piv.Z = float(pivot.Z); - vm->siz.x = voxel->Mips[0].SizeX; + vm->siz.X = voxel->Mips[0].SizeX; vm->siz.y = voxel->Mips[0].SizeY; vm->siz.z = voxel->Mips[0].SizeZ; vm->is8bit = true; diff --git a/source/core/rendering/scene/hw_drawinfo.cpp b/source/core/rendering/scene/hw_drawinfo.cpp index 7764c4dbb..e2fe6d109 100644 --- a/source/core/rendering/scene/hw_drawinfo.cpp +++ b/source/core/rendering/scene/hw_drawinfo.cpp @@ -316,12 +316,12 @@ void HWDrawInfo::DispatchSprites() if (actor->sx().flags & SPREXT_AWAY1) { - tspr->pos.x += bcos(tspr->ang, -13); + tspr->pos.X += bcos(tspr->ang, -13); tspr->pos.y += bsin(tspr->ang, -13); } else if (actor->sx().flags & SPREXT_AWAY2) { - tspr->pos.x -= bcos(tspr->ang, -13); + tspr->pos.X -= bcos(tspr->ang, -13); tspr->pos.y -= bsin(tspr->ang, -13); } diff --git a/source/core/rendering/scene/hw_sprites.cpp b/source/core/rendering/scene/hw_sprites.cpp index d7a107529..ea2564e0e 100644 --- a/source/core/rendering/scene/hw_sprites.cpp +++ b/source/core/rendering/scene/hw_sprites.cpp @@ -508,7 +508,7 @@ bool HWSprite::ProcessVoxel(HWDrawInfo* di, voxmodel_t* vox, tspritetype* spr, s float zscale = ((spr->cstat & CSTAT_SPRITE_YFLIP) && (spr->ownerActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != 0) ? -4.f : 4.f; zpos -= (spr->yoffset * spr->yrepeat) * zscale * voxel->bscale; - x = (spr->x + sprext->position_offset.x) * (1 / 16.f); + x = (spr->x + sprext->position_offset.X) * (1 / 16.f); z = zpos * (1 / -256.f); y = (spr->y + sprext->position_offset.y) * (1 / -16.f); diff --git a/source/core/rendering/scene/hw_walls.cpp b/source/core/rendering/scene/hw_walls.cpp index 1904a67b5..9a9929326 100644 --- a/source/core/rendering/scene/hw_walls.cpp +++ b/source/core/rendering/scene/hw_walls.cpp @@ -63,7 +63,7 @@ static int GetClosestPointOnWall(tspritetype* spr, walltype* wal, vec2_t* const else if (d.X == 0) { // line is vertical. - if (abs(pos.x - w.X) <= 1 && (spr->ang & 0x3ff) == 0) + if (abs(pos.X - w.X) <= 1 && (spr->ang & 0x3ff) == 0) { *n = pos.vec2; return 0; @@ -82,7 +82,7 @@ static int GetClosestPointOnWall(tspritetype* spr, walltype* wal, vec2_t* const } - int64_t i = d.X * ((int64_t)pos.x - w.X) + d.Y * ((int64_t)pos.y - w.Y); + int64_t i = d.X * ((int64_t)pos.X - w.X) + d.Y * ((int64_t)pos.y - w.Y); if (i < 0) diff --git a/source/core/savegamehelp.h b/source/core/savegamehelp.h index bce926b97..687965c77 100644 --- a/source/core/savegamehelp.h +++ b/source/core/savegamehelp.h @@ -46,7 +46,7 @@ inline FSerializer& Serialize(FSerializer& arc, const char* keyname, THitInfo arc("sect", w.hitSector) ("sprite", w.hitActor) ("wall", w.hitWall) - ("x", w.hitpos.x) + ("x", w.hitpos.X) ("y", w.hitpos.y) ("z", w.hitpos.z) .EndObject(); diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 7f6227ac1..a1466641c 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -5370,7 +5370,7 @@ int MoveMissile(DBloodActor* actor) else { int32_t fz, cz; - getzsofslopeptr(clipmoveresult.hitWall->nextSector(), pos.x, pos.y, &cz, &fz); + getzsofslopeptr(clipmoveresult.hitWall->nextSector(), pos.X, pos.y, &cz, &fz); if (pos.z <= cz || pos.z >= fz) cliptype = 0; else cliptype = 4; } @@ -5398,16 +5398,16 @@ int MoveMissile(DBloodActor* actor) if (cliptype >= 0 && cliptype != 3) { int nAngle = getangle(actor->xvel, actor->yvel); - pos.x -= MulScale(Cos(nAngle), 16, 30); + pos.X -= MulScale(Cos(nAngle), 16, 30); pos.y -= MulScale(Sin(nAngle), 16, 30); int nVel = approxDist(actor->xvel, actor->yvel); vz -= scale(0x100, actor->zvel, nVel); - updatesector(pos.x, pos.y, &pSector); + updatesector(pos.X, pos.y, &pSector); pSector2 = pSector; } int ceilZ, floorZ; Collision ceilColl, floorColl; - GetZRangeAtXYZ(pos.x, pos.y, pos.z, pSector2, &ceilZ, &ceilColl, &floorZ, &floorColl, pSprite->clipdist << 2, CLIPMASK0); + GetZRangeAtXYZ(pos.X, pos.y, pos.z, pSector2, &ceilZ, &ceilColl, &floorZ, &floorColl, pSprite->clipdist << 2, CLIPMASK0); GetActorExtents(actor, &top, &bottom); top += vz; bottom += vz; @@ -5425,7 +5425,7 @@ int MoveMissile(DBloodActor* actor) } pSprite->pos = pos; pSprite->z += vz; - updatesector(pos.x, pos.y, &pSector); + updatesector(pos.X, pos.y, &pSector); if (pSector != nullptr && pSector != pSprite->sector()) { assert(pSector); @@ -5433,7 +5433,7 @@ int MoveMissile(DBloodActor* actor) } CheckLink(actor); gHitInfo.hitSector = pSprite->sector(); - gHitInfo.hitpos.x = pSprite->x; + gHitInfo.hitpos.X = pSprite->x; gHitInfo.hitpos.y = pSprite->y; gHitInfo.hitpos.z = pSprite->z; break; @@ -6550,7 +6550,7 @@ DBloodActor* actFireThing(DBloodActor* actor, int a2, int a3, int a4, int thingT y += MulScale(pSprite->clipdist, Sin(pSprite->ang), 28); if (HitScan(actor, z, x - pSprite->x, y - pSprite->y, 0, CLIPMASK0, pSprite->clipdist) != -1) { - x = gHitInfo.hitpos.x - MulScale(pSprite->clipdist << 1, Cos(pSprite->ang), 28); + x = gHitInfo.hitpos.X - MulScale(pSprite->clipdist << 1, Cos(pSprite->ang), 28); y = gHitInfo.hitpos.y - MulScale(pSprite->clipdist << 1, Sin(pSprite->ang), 28); } auto fired = actSpawnThing(pSprite->sector(), x, y, z, thingType); @@ -6670,12 +6670,12 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5, if (hit == 3 || hit == 0) { impact = true; - x = gHitInfo.hitpos.x - MulScale(Cos(pSprite->ang), 16, 30); + x = gHitInfo.hitpos.X - MulScale(Cos(pSprite->ang), 16, 30); y = gHitInfo.hitpos.y - MulScale(Sin(pSprite->ang), 16, 30); } else { - x = gHitInfo.hitpos.x - MulScale(pMissileInfo->clipDist << 1, Cos(pSprite->ang), 28); + x = gHitInfo.hitpos.X - MulScale(pMissileInfo->clipDist << 1, Cos(pSprite->ang), 28); y = gHitInfo.hitpos.y - MulScale(pMissileInfo->clipDist << 1, Sin(pSprite->ang), 28); } } @@ -6852,18 +6852,18 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, if (powerupCheck(pPlayer, kPwUpReflectShots)) { gHitInfo.hitActor = shooter; - gHitInfo.hitpos.x = pShooter->x; + gHitInfo.hitpos.X = pShooter->x; gHitInfo.hitpos.y = pShooter->y; gHitInfo.hitpos.z = pShooter->z; } } } - int x = gHitInfo.hitpos.x - MulScale(a4, 16, 14); + int x = gHitInfo.hitpos.X - MulScale(a4, 16, 14); int y = gHitInfo.hitpos.y - MulScale(a5, 16, 14); int z = gHitInfo.hitpos.z - MulScale(a6, 256, 14); auto pSector = gHitInfo.hitSector; uint8_t nSurf = kSurfNone; - if (nRange == 0 || approxDist(gHitInfo.hitpos.x - pShooter->x, gHitInfo.hitpos.y - pShooter->y) < nRange) + if (nRange == 0 || approxDist(gHitInfo.hitpos.X - pShooter->x, gHitInfo.hitpos.y - pShooter->y) < nRange) { switch (hit) { @@ -6889,7 +6889,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, nSurf = surfType[pWall->picnum]; if (actCanSplatWall(pWall)) { - int x = gHitInfo.hitpos.x - MulScale(a4, 16, 14); + int x = gHitInfo.hitpos.X - MulScale(a4, 16, 14); int y = gHitInfo.hitpos.y - MulScale(a5, 16, 14); int z = gHitInfo.hitpos.z - MulScale(a6, 256, 14); int nSurf = surfType[pWall->picnum]; @@ -6984,13 +6984,13 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, a6 += Random3(4000); if (HitScan(actor, gHitInfo.hitpos.z, a4, a5, a6, CLIPMASK1, t) == 0) { - if (approxDist(gHitInfo.hitpos.x - pSprite->x, gHitInfo.hitpos.y - pSprite->y) <= t) + if (approxDist(gHitInfo.hitpos.X - pSprite->x, gHitInfo.hitpos.y - pSprite->y) <= t) { auto pWall = gHitInfo.hitWall; auto pSector = gHitInfo.hitSector; if (actCanSplatWall(pWall)) { - int x = gHitInfo.hitpos.x - MulScale(a4, 16, 14); + int x = gHitInfo.hitpos.X - MulScale(a4, 16, 14); int y = gHitInfo.hitpos.y - MulScale(a5, 16, 14); int z = gHitInfo.hitpos.z - MulScale(a6, 16 << 4, 14); int nSurf = surfType[pWall->picnum]; diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp index 7f0e3c416..a795070d0 100644 --- a/source/games/blood/src/ai.cpp +++ b/source/games/blood/src/ai.cpp @@ -139,7 +139,7 @@ bool CanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange) int y = pSprite->y; int z = pSprite->z; HitScan(actor, z, bcos(nAngle), bsin(nAngle), 0, CLIPMASK0, nRange); - int nDist = approxDist(x - gHitInfo.hitpos.x, y - gHitInfo.hitpos.y); + int nDist = approxDist(x - gHitInfo.hitpos.X, y - gHitInfo.hitpos.y); if (nDist - (pSprite->clipdist << 2) < nRange) { if (gHitInfo.actor() == nullptr || target == nullptr || target != gHitInfo.actor()) diff --git a/source/games/blood/src/aibat.cpp b/source/games/blood/src/aibat.cpp index 7b0fe61c5..ae85c1cb7 100644 --- a/source/games/blood/src/aibat.cpp +++ b/source/games/blood/src/aibat.cpp @@ -87,7 +87,7 @@ static void batThinkTarget(DBloodActor* actor) pDudeExtraE->thinkTime = 0; actor->xspr.goalAng += 256; POINT3D* pTarget = &actor->basePoint; - aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z); + aiSetTarget(actor, pTarget->X, pTarget->y, pTarget->z); aiNewState(actor, &batTurn); return; } diff --git a/source/games/blood/src/aiboneel.cpp b/source/games/blood/src/aiboneel.cpp index fe425cab5..a3c1b72fc 100644 --- a/source/games/blood/src/aiboneel.cpp +++ b/source/games/blood/src/aiboneel.cpp @@ -103,7 +103,7 @@ static void eelThinkTarget(DBloodActor* actor) pDudeExtraE->thinkTime = 0; pXSprite->goalAng += 256; POINT3D* pTarget = &actor->basePoint; - aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z); + aiSetTarget(actor, pTarget->X, pTarget->y, pTarget->z); aiNewState(actor, &eelTurn); return; } diff --git a/source/games/blood/src/aicerber.cpp b/source/games/blood/src/aicerber.cpp index d47a131d9..6614da8d1 100644 --- a/source/games/blood/src/aicerber.cpp +++ b/source/games/blood/src/aicerber.cpp @@ -255,7 +255,7 @@ static void cerberusThinkTarget(DBloodActor* actor) { pXSprite->goalAng += 256; POINT3D* pTarget = &actor->basePoint; - aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z); + aiSetTarget(actor, pTarget->X, pTarget->y, pTarget->z); if (pSprite->type == kDudeCerberusTwoHead) aiNewState(actor, &cerberus139890); else diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index b518c2977..43dce14be 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -215,7 +215,7 @@ static void gargThinkTarget(DBloodActor* actor) { pXSprite->goalAng += 256; POINT3D* pTarget = &actor->basePoint; - aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z); + aiSetTarget(actor, pTarget->X, pTarget->y, pTarget->z); aiNewState(actor, &gargoyleTurn); return; } diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index 21dd4faf3..3d4a99655 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -195,7 +195,7 @@ static void ghostThinkTarget(DBloodActor* actor) { pXSprite->goalAng += 256; POINT3D* pTarget = &actor->basePoint; - aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z); + aiSetTarget(actor, pTarget->X, pTarget->y, pTarget->z); aiNewState(actor, &ghostTurn); return; } diff --git a/source/games/blood/src/aitchern.cpp b/source/games/blood/src/aitchern.cpp index 13fc2197e..5abde678f 100644 --- a/source/games/blood/src/aitchern.cpp +++ b/source/games/blood/src/aitchern.cpp @@ -223,7 +223,7 @@ static void sub_725A4(DBloodActor* actor) { pXSprite->goalAng += 256; POINT3D* pTarget = &actor->basePoint; - aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z); + aiSetTarget(actor, pTarget->X, pTarget->y, pTarget->z); aiNewState(actor, &tcherno13AA28); return; } diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index 3e936f119..69103a201 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -776,7 +776,7 @@ static void unicultThinkChase(DBloodActor* actor) if (hit >= 0) { targetDist = dist - (pTarget->clipdist << 2); - objDist = approxDist(gHitInfo.hitpos.x - pSprite->x, gHitInfo.hitpos.y - pSprite->y); + objDist = approxDist(gHitInfo.hitpos.X - pSprite->x, gHitInfo.hitpos.y - pSprite->y); } if (actor != gHitInfo.actor() && targetDist > objDist) @@ -894,7 +894,7 @@ static void unicultThinkChase(DBloodActor* actor) bool immune = nnExtIsImmune(hitactor, gVectorData[curWeapon].dmgType); if (!(pXHSprite != NULL && (!immune || (immune && pHSprite->statnum == kStatThing && pXHSprite->Vector)) && !pXHSprite->locked)) { - if ((approxDist(gHitInfo.hitpos.x - pSprite->x, gHitInfo.hitpos.y - pSprite->y) <= 1500 && !blck) + if ((approxDist(gHitInfo.hitpos.X - pSprite->x, gHitInfo.hitpos.y - pSprite->y) <= 1500 && !blck) || (dist <= (int)(pExtra->fireDist / ClipLow(Random(4), 1)))) { //viewSetSystemMessage("GO CHASE"); @@ -969,8 +969,8 @@ static void unicultThinkChase(DBloodActor* actor) case kMissileFireballTchernobog: { // allow attack if dude is far from object, but target is close to it - int dudeDist = approxDist(gHitInfo.hitpos.x - pSprite->x, gHitInfo.hitpos.y - pSprite->y); - int targetDist = approxDist(gHitInfo.hitpos.x - pTarget->x, gHitInfo.hitpos.y - pTarget->y); + int dudeDist = approxDist(gHitInfo.hitpos.X - pSprite->x, gHitInfo.hitpos.y - pSprite->y); + int targetDist = approxDist(gHitInfo.hitpos.X - pTarget->x, gHitInfo.hitpos.y - pTarget->y); if (dudeDist < mdist) { //viewSetSystemMessage("DUDE CLOSE TO OBJ: %d, MDIST: %d", dudeDist, mdist); diff --git a/source/games/blood/src/blood.cpp b/source/games/blood/src/blood.cpp index a5f06f5f1..4c9edd516 100644 --- a/source/games/blood/src/blood.cpp +++ b/source/games/blood/src/blood.cpp @@ -218,7 +218,7 @@ void StartLevel(MapRecord* level, bool newgame) #endif //drawLoadingScreen(); BloodSpawnSpriteDef sprites; - dbLoadMap(currentLevel->fileName, (int*)&startpos.x, (int*)&startpos.y, (int*)&startpos.z, &startang, &startsector, nullptr, sprites); + dbLoadMap(currentLevel->fileName, (int*)&startpos.X, (int*)&startpos.y, (int*)&startpos.z, &startang, &startsector, nullptr, sprites); SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name); STAT_NewLevel(currentLevel->fileName); wsrand(dbReadMapCRC(currentLevel->LabelName())); @@ -259,9 +259,9 @@ void StartLevel(MapRecord* level, bool newgame) Printf(PRINT_NONOTIFY, "> Modern types erased: %d.\n", modernTypesErased); #endif - startpos.z = getflorzofslopeptr(startsector, startpos.x, startpos.y); + startpos.z = getflorzofslopeptr(startsector, startpos.X, startpos.y); for (int i = 0; i < kMaxPlayers; i++) { - gStartZone[i].x = startpos.x; + gStartZone[i].x = startpos.X; gStartZone[i].y = startpos.y; gStartZone[i].z = startpos.z; gStartZone[i].sector = startsector; @@ -270,13 +270,13 @@ void StartLevel(MapRecord* level, bool newgame) #ifdef NOONE_EXTENSIONS // Create spawn zones for players in teams mode. if (gModernMap && i <= kMaxPlayers / 2) { - gStartZoneTeam1[i].x = startpos.x; + gStartZoneTeam1[i].x = startpos.X; gStartZoneTeam1[i].y = startpos.y; gStartZoneTeam1[i].z = startpos.z; gStartZoneTeam1[i].sector = startsector; gStartZoneTeam1[i].ang = startang; - gStartZoneTeam2[i].x = startpos.x; + gStartZoneTeam2[i].x = startpos.X; gStartZoneTeam2[i].y = startpos.y; gStartZoneTeam2[i].z = startpos.z; gStartZoneTeam2[i].sector = startsector; diff --git a/source/games/blood/src/db.cpp b/source/games/blood/src/db.cpp index 2ac0c308b..e501d27af 100644 --- a/source/games/blood/src/db.cpp +++ b/source/games/blood/src/db.cpp @@ -735,6 +735,6 @@ void qloadboard(const char* filename, char flags, vec3_t* dapos, int16_t* daang) { Blood::BloodSpawnSpriteDef sprites; sectortype* sp; - Blood::dbLoadMap(filename, &dapos->x, &dapos->y, &dapos->z, daang, &sp, nullptr, sprites); + Blood::dbLoadMap(filename, &dapos->X, &dapos->y, &dapos->z, daang, &sp, nullptr, sprites); } \ No newline at end of file diff --git a/source/games/blood/src/gameutil.cpp b/source/games/blood/src/gameutil.cpp index 7703fdec4..5825750cc 100644 --- a/source/games/blood/src/gameutil.cpp +++ b/source/games/blood/src/gameutil.cpp @@ -367,7 +367,7 @@ int HitScan(DBloodActor *actor, int z, int dx, int dy, int dz, unsigned int nMas if (!pWall->twoSided()) return 0; int nZCeil, nZFloor; - getzsofslopeptr(pWall->nextSector(), gHitInfo.hitpos.x, gHitInfo.hitpos.y, &nZCeil, &nZFloor); + getzsofslopeptr(pWall->nextSector(), gHitInfo.hitpos.X, gHitInfo.hitpos.y, &nZCeil, &nZFloor); if (gHitInfo.hitpos.z <= nZCeil || gHitInfo.hitpos.z >= nZFloor) return 0; return 4; @@ -406,7 +406,7 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in pSprite->cstat = bakCstat; while (nNum--) { - if (nRange && approxDist(gHitInfo.hitpos.x - pSprite->x, gHitInfo.hitpos.y - pSprite->y) > nRange) + if (nRange && approxDist(gHitInfo.hitpos.X - pSprite->x, gHitInfo.hitpos.y - pSprite->y) > nRange) return -1; if (gHitInfo.actor() != nullptr) { @@ -461,7 +461,7 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in sectortype *pSector = gHitInfo.hitSector; sectortype *pSectorNext = pWall->nextSector(); int nZCeil, nZFloor; - getzsofslopeptr(pWall->nextSector(), gHitInfo.hitpos.x, gHitInfo.hitpos.y, &nZCeil, &nZFloor); + getzsofslopeptr(pWall->nextSector(), gHitInfo.hitpos.X, gHitInfo.hitpos.y, &nZCeil, &nZFloor); if (gHitInfo.hitpos.z <= nZCeil) return 0; if (gHitInfo.hitpos.z >= nZFloor) @@ -492,9 +492,9 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in int nLength = approxDist(pWall->x - pWall->point2Wall()->x, pWall->y - pWall->point2Wall()->y); int nHOffset; if (pWall->cstat & CSTAT_WALL_XFLIP) - nHOffset = approxDist(gHitInfo.hitpos.x - pWall->point2Wall()->x, gHitInfo.hitpos.y - pWall->point2Wall()->y); + nHOffset = approxDist(gHitInfo.hitpos.X - pWall->point2Wall()->x, gHitInfo.hitpos.y - pWall->point2Wall()->y); else - nHOffset = approxDist(gHitInfo.hitpos.x - pWall->x, gHitInfo.hitpos.y - pWall->y); + nHOffset = approxDist(gHitInfo.hitpos.X - pWall->x, gHitInfo.hitpos.y - pWall->y); nHOffset = pWall->xpan() + ((nHOffset*pWall->xrepeat) << 3) / nLength; nHOffset %= nSizX; @@ -527,7 +527,7 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in if (!actor) return 2; auto link = actor->GetOwner(); gHitInfo.clearObj(); - x1 = gHitInfo.hitpos.x + link->spr.x - actor->spr.x; + x1 = gHitInfo.hitpos.X + link->spr.x - actor->spr.x; y1 = gHitInfo.hitpos.y + link->spr.y - actor->spr.y; z1 = gHitInfo.hitpos.z + link->spr.z - actor->spr.z; pos = { x1, y1, z1 }; @@ -541,7 +541,7 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in if (!actor) return 1; auto link = actor->GetOwner(); gHitInfo.clearObj(); - x1 = gHitInfo.hitpos.x + link->spr.x - actor->spr.x; + x1 = gHitInfo.hitpos.X + link->spr.x - actor->spr.x; y1 = gHitInfo.hitpos.y + link->spr.y - actor->spr.y; z1 = gHitInfo.hitpos.z + link->spr.z - actor->spr.z; pos = { x1, y1, z1 }; diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 18ce56fb6..0c62bfd37 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -7487,7 +7487,7 @@ bool nnExtCanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRang int x = pSprite->x, y = pSprite->y, z = pSprite->z; auto pSector = pSprite->sector(); HitScan(actor, z, Cos(nAngle) >> 16, Sin(nAngle) >> 16, 0, CLIPMASK0, nRange); - int nDist = approxDist(x - gHitInfo.hitpos.x, y - gHitInfo.hitpos.y); + int nDist = approxDist(x - gHitInfo.hitpos.X, y - gHitInfo.hitpos.y); if (target != nullptr && nDist - (pSprite->clipdist << 2) < nRange) return (target == gHitInfo.actor()); diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index b06af0596..e72dc768c 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -1245,7 +1245,7 @@ int ActionScan(PLAYER *pPlayer, HitInfo* out) int y = bsin(pSprite->ang); int z = pPlayer->slope; int hit = HitScan(pPlayer->actor, pPlayer->zView, x, y, z, 0x10000040, 128); - int hitDist = approxDist(pSprite->x-gHitInfo.hitpos.x, pSprite->y-gHitInfo.hitpos.y)>>4; + int hitDist = approxDist(pSprite->x-gHitInfo.hitpos.X, pSprite->y-gHitInfo.hitpos.y)>>4; if (hitDist < 64) { switch (hit) diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index a53cafd28..c25fd2241 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -873,7 +873,7 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6 break; } - x = actor->basePoint.x; + x = actor->basePoint.X; y = actor->basePoint.y; if (pSprite->cstat & CSTAT_SPRITE_MOVE_FORWARD) { diff --git a/source/games/blood/src/view.cpp b/source/games/blood/src/view.cpp index b2b56791d..f00a4bf43 100644 --- a/source/games/blood/src/view.cpp +++ b/source/games/blood/src/view.cpp @@ -82,7 +82,7 @@ void viewCorrectViewOffsets(int nPlayer, vec3_t const *oldpos) { PLAYER *pPlayer = &gPlayer[nPlayer]; VIEW *pView = &gPrevView[nPlayer]; - pView->x += pPlayer->pSprite->x-oldpos->x; + pView->x += pPlayer->pSprite->x-oldpos->X; pView->y += pPlayer->pSprite->y-oldpos->y; pView->viewz += pPlayer->pSprite->z-oldpos->z; } diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index d082ee99d..1973acb67 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -202,11 +202,11 @@ void checkavailweapon(struct player_struct* player) void clearcamera(player_struct* ps) { ps->newOwner = nullptr; - ps->pos.x = ps->oposx; + ps->pos.X = ps->oposx; ps->pos.y = ps->oposy; ps->pos.z = ps->oposz; ps->angle.restore(); - updatesector(ps->pos.x, ps->pos.y, &ps->cursector); + updatesector(ps->pos.X, ps->pos.y, &ps->cursector); DukeStatIterator it(STAT_ACTOR); while (auto k = it.Next()) @@ -375,7 +375,7 @@ void movedummyplayers(void) } } - act->spr.x += (ps[p].pos.x - ps[p].oposx); + act->spr.x += (ps[p].pos.X - ps[p].oposx); act->spr.y += (ps[p].pos.y - ps[p].oposy); SetActor(act, act->spr.pos); } @@ -446,7 +446,7 @@ void moveplayers(void) if (p->actorsqu != nullptr) { - p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->actorsqu->spr.x - p->pos.x, p->actorsqu->spr.y - p->pos.y)) >> 2); + p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->actorsqu->spr.x - p->pos.X, p->actorsqu->spr.y - p->pos.y)) >> 2); } if (act->spr.extra > 0) @@ -461,7 +461,7 @@ void moveplayers(void) } else { - p->pos.x = act->spr.x; + p->pos.X = act->spr.x; p->pos.y = act->spr.y; p->pos.z = act->spr.z - (20 << 8); @@ -469,7 +469,7 @@ void moveplayers(void) if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS) { - p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->wackedbyactor->spr.x - p->pos.x, p->wackedbyactor->spr.y - p->pos.y)) >> 1); + p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->wackedbyactor->spr.x - p->pos.X, p->wackedbyactor->spr.y - p->pos.y)) >> 1); } } act->spr.ang = p->angle.ang.asbuild(); @@ -797,10 +797,10 @@ void movecrane(DDukeActor *actor, int crane) else if (actor->IsActiveCrane()) { auto ang = ps[p].angle.ang.asbuild(); - ps[p].oposx = ps[p].pos.x; + ps[p].oposx = ps[p].pos.X; ps[p].oposy = ps[p].pos.y; ps[p].oposz = ps[p].pos.z; - ps[p].pos.x = actor->spr.x - bcos(ang, -6); + ps[p].pos.X = actor->spr.x - bcos(ang, -6); ps[p].pos.y = actor->spr.y - bsin(ang, -6); ps[p].pos.z = actor->spr.z + (2 << 8); SetActor(ps[p].GetActor(), ps[p].pos); @@ -1510,7 +1510,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball) { // if(actor->spr.pal == 12) { - int j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->spr.x - ps[p].pos.x, actor->spr.y - ps[p].pos.y)); + int j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->spr.x - ps[p].pos.X, actor->spr.y - ps[p].pos.y)); if (j > -64 && j < 64 && PlayerInput(p, SB_OPEN)) if (ps[p].toggle_key_flag == 1) { @@ -1520,7 +1520,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball) { if (act2->spr.picnum == queball || act2->spr.picnum == stripeball) { - j = getincangle(ps[p].angle.ang.asbuild(), getangle(act2->spr.x - ps[p].pos.x, act2->spr.y - ps[p].pos.y)); + j = getincangle(ps[p].angle.ang.asbuild(), getangle(act2->spr.x - ps[p].pos.X, act2->spr.y - ps[p].pos.y)); if (j > -64 && j < 64) { int l; @@ -1542,7 +1542,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball) } if (x < 512 && actor->spr.sector() == ps[p].cursector) { - actor->spr.ang = getangle(actor->spr.x - ps[p].pos.x, actor->spr.y - ps[p].pos.y); + actor->spr.ang = getangle(actor->spr.x - ps[p].pos.X, actor->spr.y - ps[p].pos.y); actor->spr.xvel = 48; } } @@ -1690,13 +1690,13 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p fi.shoot(actor, firelaser); actor->spr.ang = a; } - if (t[2] > (26 * 3) || !cansee(actor->spr.x, actor->spr.y, actor->spr.z - (16 << 8), actor->spr.sector(), ps[p].pos.x, ps[p].pos.y, ps[p].pos.z, ps[p].cursector)) + if (t[2] > (26 * 3) || !cansee(actor->spr.x, actor->spr.y, actor->spr.z - (16 << 8), actor->spr.sector(), ps[p].pos.X, ps[p].pos.y, ps[p].pos.z, ps[p].cursector)) { t[0] = 0; t[2] = 0; } else actor->tempang += - getincangle(actor->tempang, getangle(ps[p].pos.x - actor->spr.x, ps[p].pos.y - actor->spr.y)) / 3; + getincangle(actor->tempang, getangle(ps[p].pos.X - actor->spr.x, ps[p].pos.y - actor->spr.y)) / 3; } else if (t[0] == 2 || t[0] == 3) { @@ -1713,7 +1713,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p else { t[2]++; - if (t[2] > (26 * 3) || !cansee(actor->spr.x, actor->spr.y, actor->spr.z - (16 << 8), actor->spr.sector(), ps[p].pos.x, ps[p].pos.y, ps[p].pos.z, ps[p].cursector)) + if (t[2] > (26 * 3) || !cansee(actor->spr.x, actor->spr.y, actor->spr.z - (16 << 8), actor->spr.sector(), ps[p].pos.X, ps[p].pos.y, ps[p].pos.z, ps[p].cursector)) { t[0] = 1; t[2] = 0; @@ -1724,7 +1724,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p fi.shoot(actor, firelaser); } } - actor->spr.ang += getincangle(actor->spr.ang, getangle(ps[p].pos.x - actor->spr.x, ps[p].pos.y - actor->spr.y)) >> 2; + actor->spr.ang += getincangle(actor->spr.ang, getangle(ps[p].pos.X - actor->spr.x, ps[p].pos.y - actor->spr.y)) >> 2; } if (t[0] != 2 && t[0] != 3 && Owner) @@ -2714,7 +2714,7 @@ void handle_se00(DDukeActor* actor, int LASERLINE) vec2_t res; rotatepoint(Owner->spr.pos.vec2, ps[p].pos.vec2, (q * l), &res); - ps[p].bobposx += res.X - ps[p].pos.x; + ps[p].bobposx += res.X - ps[p].pos.X; ps[p].bobposy += res.Y - ps[p].pos.y; ps[p].pos.vec2 = res; @@ -2839,7 +2839,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) if (x < 20480) { j = actor->spr.ang; - actor->spr.ang = getangle(actor->spr.x - ps[p].pos.x, actor->spr.y - ps[p].pos.y); + actor->spr.ang = getangle(actor->spr.x - ps[p].pos.X, actor->spr.y - ps[p].pos.y); fi.shoot(actor, RPG); actor->spr.ang = j; } @@ -2858,10 +2858,10 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) if (psp->spr.extra > 0) { auto k = ps[p].cursector; - updatesector(ps[p].pos.x, ps[p].pos.y, &k); + updatesector(ps[p].pos.X, ps[p].pos.y, &k); if ((k == nullptr && ud.clipping == 0) || (k == actor->spr.sector() && ps[p].cursector != actor->spr.sector())) { - ps[p].pos.x = actor->spr.x; + ps[p].pos.X = actor->spr.x; ps[p].pos.y = actor->spr.y; ps[p].setCursector(actor->spr.sector()); @@ -2890,7 +2890,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) { rotatepoint(actor->spr.pos.vec2, ps[p].pos.vec2, q, &ps[p].pos.vec2); - ps[p].pos.x += m; + ps[p].pos.X += m; ps[p].pos.y += x; ps[p].bobposx += m; @@ -2900,12 +2900,12 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) if (numplayers > 1) { - ps[p].oposx = ps[p].pos.x; + ps[p].oposx = ps[p].pos.X; ps[p].oposy = ps[p].pos.y; } if (psp->spr.extra <= 0) { - psp->spr.x = ps[p].pos.x; + psp->spr.x = ps[p].pos.X; psp->spr.y = ps[p].pos.y; } } @@ -2941,10 +2941,10 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) if (ps[p].GetActor()->spr.extra > 0) { auto k = ps[p].cursector; - updatesector(ps[p].pos.x, ps[p].pos.y, &k); + updatesector(ps[p].pos.X, ps[p].pos.y, &k); if ((k == nullptr && ud.clipping == 0) || (k == actor->spr.sector() && ps[p].cursector != actor->spr.sector())) { - ps[p].oposx = ps[p].pos.x = actor->spr.x; + ps[p].oposx = ps[p].pos.X = actor->spr.x; ps[p].oposy = ps[p].pos.y = actor->spr.y; ps[p].setCursector(actor->spr.sector()); @@ -3043,10 +3043,10 @@ void handle_se30(DDukeActor *actor, int JIBS6) if (psp->spr.extra > 0) { auto k = ps[p].cursector; - updatesector(ps[p].pos.x, ps[p].pos.y, &k); + updatesector(ps[p].pos.X, ps[p].pos.y, &k); if ((k == nullptr && ud.clipping == 0) || (k == actor->spr.sector() && ps[p].cursector != actor->spr.sector())) { - ps[p].pos.x = actor->spr.x; + ps[p].pos.X = actor->spr.x; ps[p].pos.y = actor->spr.y; ps[p].setCursector(actor->spr.sector()); @@ -3060,12 +3060,12 @@ void handle_se30(DDukeActor *actor, int JIBS6) auto psp = ps[p].GetActor(); if (psp->spr.sector() == actor->spr.sector()) { - ps[p].pos.x += l; + ps[p].pos.X += l; ps[p].pos.y += x; if (numplayers > 1) { - ps[p].oposx = ps[p].pos.x; + ps[p].oposx = ps[p].pos.X; ps[p].oposy = ps[p].pos.y; } @@ -3105,13 +3105,13 @@ void handle_se30(DDukeActor *actor, int JIBS6) if (ps[p].GetActor()->spr.extra > 0) { auto k = ps[p].cursector; - updatesector(ps[p].pos.x, ps[p].pos.y, &k); + updatesector(ps[p].pos.X, ps[p].pos.y, &k); if ((k == nullptr && ud.clipping == 0) || (k == actor->spr.sector() && ps[p].cursector != actor->spr.sector())) { - ps[p].pos.x = actor->spr.x; + ps[p].pos.X = actor->spr.x; ps[p].pos.y = actor->spr.y; - ps[p].oposx = ps[p].pos.x; + ps[p].oposx = ps[p].pos.X; ps[p].oposy = ps[p].pos.y; ps[p].setCursector(actor->spr.sector()); @@ -3198,7 +3198,7 @@ void handle_se02(DDukeActor* actor) for (int p = connecthead; p >= 0; p = connectpoint2[p]) if (ps[p].cursector == actor->spr.sector() && ps[p].on_ground) { - ps[p].pos.x += m; + ps[p].pos.X += m; ps[p].pos.y += x; ps[p].bobposx += m; @@ -3354,7 +3354,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER) if (x < 8192) { j = actor->spr.ang; - actor->spr.ang = getangle(actor->spr.x - ps[p].pos.x, actor->spr.y - ps[p].pos.y); + actor->spr.ang = getangle(actor->spr.x - ps[p].pos.X, actor->spr.y - ps[p].pos.y); fi.shoot(actor, FIRELASER); actor->spr.ang = j; } @@ -3388,7 +3388,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER) if (ldist(Owner, actor) < 1024) { auto ta = actor->spr.ang; - actor->spr.ang = getangle(ps[p].pos.x - actor->spr.x, ps[p].pos.y - actor->spr.y); + actor->spr.ang = getangle(ps[p].pos.X - actor->spr.x, ps[p].pos.y - actor->spr.y); actor->spr.ang = ta; actor->SetOwner(nullptr); return; @@ -3408,7 +3408,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER) else { t[2] += - getincangle(t[2] + 512, getangle(ps[p].pos.x - actor->spr.x, ps[p].pos.y - actor->spr.y)) >> 2; + getincangle(t[2] + 512, getangle(ps[p].pos.X - actor->spr.x, ps[p].pos.y - actor->spr.y)) >> 2; sc->ceilingshade = 0; } j = fi.ifhitbyweapon(actor); @@ -3926,14 +3926,14 @@ void handle_se17(DDukeActor* actor) { int p = act3->spr.yvel; - ps[p].pos.x += act2->spr.x - actor->spr.x; + ps[p].pos.X += act2->spr.x - actor->spr.x; ps[p].pos.y += act2->spr.y - actor->spr.y; ps[p].pos.z = act2->spr.sector()->floorz - (sc->floorz - ps[p].pos.z); act3->floorz = act2->spr.sector()->floorz; act3->ceilingz = act2->spr.sector()->ceilingz; - ps[p].bobposx = ps[p].oposx = ps[p].pos.x; + ps[p].bobposx = ps[p].oposx = ps[p].pos.X; ps[p].bobposy = ps[p].oposy = ps[p].pos.y; ps[p].oposz = ps[p].pos.z; @@ -4211,13 +4211,13 @@ void handle_se20(DDukeActor* actor) for (int p = connecthead; p >= 0; p = connectpoint2[p]) if (ps[p].cursector == actor->spr.sector() && ps[p].on_ground) { - ps[p].pos.x += x; + ps[p].pos.X += x; ps[p].pos.y += l; - ps[p].oposx = ps[p].pos.x; + ps[p].oposx = ps[p].pos.X; ps[p].oposy = ps[p].pos.y; - SetActor(ps[p].GetActor(), { ps[p].pos.x, ps[p].pos.y, ps[p].pos.z + gs.playerheight }); + SetActor(ps[p].GetActor(), { ps[p].pos.X, ps[p].pos.y, ps[p].pos.z + gs.playerheight }); } sc->addfloorxpan(-x / 8.f); @@ -4361,13 +4361,13 @@ void handle_se27(DDukeActor* actor) } else if (ud.recstat == 2 && ps[p].newOwner == nullptr) { - if (cansee(actor->spr.x, actor->spr.y, actor->spr.z, actor->spr.sector(), ps[p].pos.x, ps[p].pos.y, ps[p].pos.z, ps[p].cursector)) + if (cansee(actor->spr.x, actor->spr.y, actor->spr.z, actor->spr.sector(), ps[p].pos.X, ps[p].pos.y, ps[p].pos.z, ps[p].cursector)) { if (x < sh) { ud.cameraactor = actor; t[0] = 999; - actor->spr.ang += getincangle(actor->spr.ang, getangle(ps[p].pos.x - actor->spr.x, ps[p].pos.y - actor->spr.y)) >> 3; + actor->spr.ang += getincangle(actor->spr.ang, getangle(ps[p].pos.X - actor->spr.x, ps[p].pos.y - actor->spr.y)) >> 3; actor->spr.yvel = 100 + ((actor->spr.z - ps[p].pos.z) / 257); } @@ -4382,7 +4382,7 @@ void handle_se27(DDukeActor* actor) } else { - actor->spr.ang = getangle(ps[p].pos.x - actor->spr.x, ps[p].pos.y - actor->spr.y); + actor->spr.ang = getangle(ps[p].pos.X - actor->spr.x, ps[p].pos.y - actor->spr.y); if (t[0] == 999) { @@ -5008,7 +5008,7 @@ int furthestangle(DDukeActor *actor, int angs) { hitscan({ actor->spr.x, actor->spr.y, actor->spr.z - (8 << 8) }, actor->spr.sector(), { bcos(j), bsin(j), 0 }, hit, CLIPMASK1); - d = abs(hit.hitpos.x - actor->spr.x) + abs(hit.hitpos.y - actor->spr.y); + d = abs(hit.hitpos.X - actor->spr.x) + abs(hit.hitpos.y - actor->spr.y); if (d > greatestd) { @@ -5041,13 +5041,13 @@ int furthestcanseepoint(DDukeActor *actor, DDukeActor* tosee, int* dax, int* day { hitscan({ tosee->spr.x, tosee->spr.y, tosee->spr.z - (16 << 8) }, tosee->spr.sector(), { bcos(j), bsin(j), 16384 - (krand() & 32767) }, hit, CLIPMASK1); - d = abs(hit.hitpos.x - tosee->spr.x) + abs(hit.hitpos.y - tosee->spr.y); - da = abs(hit.hitpos.x - actor->spr.x) + abs(hit.hitpos.y - actor->spr.y); + d = abs(hit.hitpos.X - tosee->spr.x) + abs(hit.hitpos.y - tosee->spr.y); + da = abs(hit.hitpos.X - actor->spr.x) + abs(hit.hitpos.y - actor->spr.y); if (d < da && hit.hitSector) - if (cansee(hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, hit.hitSector, actor->spr.x, actor->spr.y, actor->spr.z - (16 << 8), actor->spr.sector())) + if (cansee(hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, hit.hitSector, actor->spr.x, actor->spr.y, actor->spr.z - (16 << 8), actor->spr.sector())) { - *dax = hit.hitpos.x; + *dax = hit.hitpos.X; *day = hit.hitpos.y; return 1; } diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index cb79156ff..4118dc311 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -502,7 +502,7 @@ int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, un else clipmove(pos, &dasectp, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), (int)(actor->spr.clipdist << 2), (4 << 8), (4 << 8), cliptype, result); } - actor->spr.x = pos.x; + actor->spr.x = pos.X; actor->spr.y = pos.y; if (dasectp != nullptr) @@ -1940,7 +1940,7 @@ void movetransports_d(void) ps[p].transporter_hold = 13; } - ps[p].bobposx = ps[p].oposx = ps[p].pos.x = Owner->spr.x; + ps[p].bobposx = ps[p].oposx = ps[p].pos.X = Owner->spr.x; ps[p].bobposy = ps[p].oposy = ps[p].pos.y = Owner->spr.y; ps[p].oposz = ps[p].pos.z = Owner->spr.z - gs.playerheight; @@ -1962,7 +1962,7 @@ void movetransports_d(void) if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP))) || (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { - ps[p].oposx = ps[p].pos.x += Owner->spr.x - act->spr.x; + ps[p].oposx = ps[p].pos.X += Owner->spr.x - act->spr.x; ps[p].oposy = ps[p].pos.y += Owner->spr.y - act->spr.y; if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11)) @@ -2018,7 +2018,7 @@ void movetransports_d(void) if (k == 1) { - ps[p].oposx = ps[p].pos.x += Owner->spr.x - act->spr.x; + ps[p].oposx = ps[p].pos.X += Owner->spr.x - act->spr.x; ps[p].oposy = ps[p].pos.y += Owner->spr.y - act->spr.y; if (!Owner || Owner->GetOwner() != Owner) @@ -2026,7 +2026,7 @@ void movetransports_d(void) ps[p].setCursector(Owner->sector()); ChangeActorSect(act2, Owner->sector()); - SetActor(ps[p].GetActor(), { ps[p].pos.x, ps[p].pos.y, ps[p].pos.z + gs.playerheight }); + SetActor(ps[p].GetActor(), { ps[p].pos.X, ps[p].pos.y, ps[p].pos.z + gs.playerheight }); if ((krand() & 255) < 32) spawn(act2, WATERSPLASH2); @@ -2277,7 +2277,7 @@ static void greenslime(DDukeActor *actor) } else if (x < 1024 && ps[p].quick_kick == 0) { - j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->spr.x - ps[p].pos.x, actor->spr.y - ps[p].pos.y)); + j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->spr.x - ps[p].pos.X, actor->spr.y - ps[p].pos.y)); if (j > -128 && j < 128) ps[p].quick_kick = 14; } @@ -2338,12 +2338,12 @@ static void greenslime(DDukeActor *actor) if (ps[p].newOwner != nullptr) { ps[p].newOwner = nullptr; - ps[p].pos.x = ps[p].oposx; + ps[p].pos.X = ps[p].oposx; ps[p].pos.y = ps[p].oposy; ps[p].pos.z = ps[p].oposz; ps[p].angle.restore(); - updatesector(ps[p].pos.x, ps[p].pos.y, &ps[p].cursector); + updatesector(ps[p].pos.X, ps[p].pos.y, &ps[p].cursector); DukeStatIterator it(STAT_ACTOR); while (auto ac = it.Next()) @@ -2379,7 +2379,7 @@ static void greenslime(DDukeActor *actor) actor->spr.xrepeat = 20 + bsin(t[1], -13); actor->spr.yrepeat = 15 + bsin(t[1], -13); - actor->spr.x = ps[p].pos.x + ps[p].angle.ang.bcos(-7); + actor->spr.x = ps[p].pos.X + ps[p].angle.ang.bcos(-7); actor->spr.y = ps[p].pos.y + ps[p].angle.ang.bsin(-7); return; @@ -2542,7 +2542,7 @@ static void greenslime(DDukeActor *actor) actor->spr.xvel = 64 - bcos(t[1], -9); actor->spr.ang += getincangle(actor->spr.ang, - getangle(ps[p].pos.x - actor->spr.x, ps[p].pos.y - actor->spr.y)) >> 3; + getangle(ps[p].pos.X - actor->spr.x, ps[p].pos.y - actor->spr.y)) >> 3; // TJR } @@ -2874,7 +2874,7 @@ DETONATEB: } } else if (actor->spr.picnum == HEAVYHBOMB && x < 788 && t[0] > 7 && actor->spr.xvel == 0) - if (cansee(actor->spr.x, actor->spr.y, actor->spr.z - (8 << 8), actor->spr.sector(), ps[p].pos.x, ps[p].pos.y, ps[p].pos.z, ps[p].cursector)) + if (cansee(actor->spr.x, actor->spr.y, actor->spr.z - (8 << 8), actor->spr.sector(), ps[p].pos.X, ps[p].pos.y, ps[p].pos.z, ps[p].cursector)) if (ps[p].ammo_amount[HANDBOMB_WEAPON] < gs.max_ammo_amount[HANDBOMB_WEAPON]) { if (ud.coop >= 1 && Owner == actor) @@ -3427,7 +3427,7 @@ static void handle_se28(DDukeActor* actor) } else if (t[2] > (t[1] >> 3) && t[2] < (t[1] >> 2)) { - int j = !!cansee(actor->spr.x, actor->spr.y, actor->spr.z, actor->spr.sector(), ps[screenpeek].pos.x, ps[screenpeek].pos.y, ps[screenpeek].pos.z, ps[screenpeek].cursector); + int j = !!cansee(actor->spr.x, actor->spr.y, actor->spr.z, actor->spr.sector(), ps[screenpeek].pos.X, ps[screenpeek].pos.y, ps[screenpeek].pos.z, ps[screenpeek].cursector); if (rnd(192) && (t[2] & 1)) { @@ -3683,7 +3683,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) { if (ps[playernum].newOwner != nullptr) goalang = getangle(ps[playernum].oposx - actor->spr.x, ps[playernum].oposy - actor->spr.y); - else goalang = getangle(ps[playernum].pos.x - actor->spr.x, ps[playernum].pos.y - actor->spr.y); + else goalang = getangle(ps[playernum].pos.X - actor->spr.x, ps[playernum].pos.y - actor->spr.y); angdif = getincangle(actor->spr.ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; actor->spr.ang += angdif; @@ -3696,7 +3696,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) { if (ps[playernum].newOwner != nullptr) goalang = getangle(ps[playernum].oposx - actor->spr.x, ps[playernum].oposy - actor->spr.y); - else goalang = getangle(ps[playernum].pos.x - actor->spr.x, ps[playernum].pos.y - actor->spr.y); + else goalang = getangle(ps[playernum].pos.X - actor->spr.x, ps[playernum].pos.y - actor->spr.y); angdif = Sgn(getincangle(actor->spr.ang, goalang)) << 5; if (angdif > -32 && angdif < 0) { @@ -3717,7 +3717,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) { int newx, newy; - newx = ps[playernum].pos.x + (ps[playernum].posxv / 768); + newx = ps[playernum].pos.X + (ps[playernum].posxv / 768); newy = ps[playernum].pos.y + (ps[playernum].posyv / 768); goalang = getangle(newx - actor->spr.x, newy - actor->spr.y); angdif = getincangle(actor->spr.ang, goalang) >> 2; @@ -3819,7 +3819,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) { daxvel = -(1024 - xvel); - angdif = getangle(ps[playernum].pos.x - actor->spr.x, ps[playernum].pos.y - actor->spr.y); + angdif = getangle(ps[playernum].pos.X - actor->spr.x, ps[playernum].pos.y - actor->spr.y); if (xvel < 512) { diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index d86db2684..7643496a0 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -413,7 +413,7 @@ int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, un else clipmove(pos, &dasectp, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 128, (4 << 8), (4 << 8), cliptype, result); } - actor->spr.x = pos.x; + actor->spr.x = pos.X; actor->spr.y = pos.y; if (dasectp) @@ -1604,7 +1604,7 @@ void movetransports_r(void) ps[p].transporter_hold = 13; } - ps[p].bobposx = ps[p].oposx = ps[p].pos.x = Owner->spr.x; + ps[p].bobposx = ps[p].oposx = ps[p].pos.X = Owner->spr.x; ps[p].bobposy = ps[p].oposy = ps[p].pos.y = Owner->spr.y; ps[p].oposz = ps[p].pos.z = Owner->spr.z - (gs.playerheight - (4 << 8)); @@ -1623,7 +1623,7 @@ void movetransports_r(void) if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && PlayerInput(p, SB_JUMP)) || (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { - ps[p].oposx = ps[p].pos.x += Owner->spr.x - act->spr.x; + ps[p].oposx = ps[p].pos.X += Owner->spr.x - act->spr.x; ps[p].oposy = ps[p].pos.y += Owner->spr.y - act->spr.y; if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11)) @@ -1689,7 +1689,7 @@ void movetransports_r(void) if (k == 1) { - ps[p].oposx = ps[p].pos.x += Owner->spr.x - act->spr.x; + ps[p].oposx = ps[p].pos.X += Owner->spr.x - act->spr.x; ps[p].oposy = ps[p].pos.y += Owner->spr.y - act->spr.y; if (Owner->GetOwner() != Owner) @@ -1703,7 +1703,7 @@ void movetransports_r(void) } else if (isRRRA() && k == 2) { - ps[p].oposx = ps[p].pos.x += Owner->spr.x - act->spr.x; + ps[p].oposx = ps[p].pos.X += Owner->spr.x - act->spr.x; ps[p].oposy = ps[p].pos.y += Owner->spr.y - act->spr.y; if (Owner->GetOwner() != Owner) @@ -2449,7 +2449,7 @@ void rr_specialstats() if (act2->spr.picnum == RRTILE297) { ps[p].angle.ang = buildang(act2->spr.ang); - ps[p].bobposx = ps[p].oposx = ps[p].pos.x = act2->spr.x; + ps[p].bobposx = ps[p].oposx = ps[p].pos.X = act2->spr.x; ps[p].bobposy = ps[p].oposy = ps[p].pos.y = act2->spr.y; ps[p].oposz = ps[p].pos.z = act2->spr.z - (36 << 8); auto pact = ps[p].GetActor(); @@ -2655,7 +2655,7 @@ DETONATEB: } } else if (actor->spr.picnum == HEAVYHBOMB && x < 788 && t[0] > 7 && actor->spr.xvel == 0) - if (cansee(actor->spr.x, actor->spr.y, actor->spr.z - (8 << 8), actor->spr.sector(), ps[p].pos.x, ps[p].pos.y, ps[p].pos.z, ps[p].cursector)) + if (cansee(actor->spr.x, actor->spr.y, actor->spr.z - (8 << 8), actor->spr.sector(), ps[p].pos.X, ps[p].pos.y, ps[p].pos.z, ps[p].cursector)) if (ps[p].ammo_amount[DYNAMITE_WEAPON] < gs.max_ammo_amount[DYNAMITE_WEAPON]) if (actor->spr.pal == 0) { @@ -3658,7 +3658,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) { if (ps[pnum].newOwner != nullptr) goalang = getangle(ps[pnum].oposx - actor->spr.x, ps[pnum].oposy - actor->spr.y); - else goalang = getangle(ps[pnum].pos.x - actor->spr.x, ps[pnum].pos.y - actor->spr.y); + else goalang = getangle(ps[pnum].pos.X - actor->spr.x, ps[pnum].pos.y - actor->spr.y); angdif = getincangle(actor->spr.ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; actor->spr.ang += angdif; @@ -3671,7 +3671,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) { if (ps[pnum].newOwner != nullptr) goalang = getangle(ps[pnum].oposx - actor->spr.x, ps[pnum].oposy - actor->spr.y); - else goalang = getangle(ps[pnum].pos.x - actor->spr.x, ps[pnum].pos.y - actor->spr.y); + else goalang = getangle(ps[pnum].pos.X - actor->spr.x, ps[pnum].pos.y - actor->spr.y); angdif = Sgn(getincangle(actor->spr.ang, goalang)) << 5; if (angdif > -32 && angdif < 0) { @@ -3687,7 +3687,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) { if (ps[pnum].newOwner != nullptr) goalang = (getangle(ps[pnum].oposx - actor->spr.x, ps[pnum].oposy - actor->spr.y) + 1024) & 2047; - else goalang = (getangle(ps[pnum].pos.x - actor->spr.x, ps[pnum].pos.y - actor->spr.y) + 1024) & 2047; + else goalang = (getangle(ps[pnum].pos.X - actor->spr.x, ps[pnum].pos.y - actor->spr.y) + 1024) & 2047; angdif = Sgn(getincangle(actor->spr.ang, goalang)) << 5; if (angdif > -32 && angdif < 0) { @@ -3753,7 +3753,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) { int newx, newy; - newx = ps[pnum].pos.x + (ps[pnum].posxv / 768); + newx = ps[pnum].pos.X + (ps[pnum].posxv / 768); newy = ps[pnum].pos.y + (ps[pnum].posyv / 768); goalang = getangle(newx - actor->spr.x, newy - actor->spr.y); angdif = getincangle(actor->spr.ang, goalang) >> 2; @@ -3859,7 +3859,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) { daxvel = -(1024 - xvel); - angdif = getangle(ps[pnum].pos.x - actor->spr.x, ps[pnum].pos.y - actor->spr.y); + angdif = getangle(ps[pnum].pos.X - actor->spr.x, ps[pnum].pos.y - actor->spr.y); if (xvel < 512) { diff --git a/source/games/duke/src/animatesprites_d.cpp b/source/games/duke/src/animatesprites_d.cpp index 24b169185..14334a954 100644 --- a/source/games/duke/src/animatesprites_d.cpp +++ b/source/games/duke/src/animatesprites_d.cpp @@ -165,7 +165,7 @@ void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, in if (t->statnum == 99) continue; if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && ps[h->spr.yvel].newOwner == nullptr && h->GetOwner()) { - t->x -= MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].pos.x - ps[h->spr.yvel].oposx, 16); + t->x -= MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].pos.X - ps[h->spr.yvel].oposx, 16); t->y -= MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].pos.y - ps[h->spr.yvel].oposy, 16); t->z = interpolatedvalue(ps[h->spr.yvel].oposz, ps[h->spr.yvel].pos.z, smoothratio); t->z += PHEIGHT_DUKE; @@ -207,7 +207,7 @@ void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, in { int sqa = getangle( - OwnerAc->spr.x - ps[screenpeek].pos.x, + OwnerAc->spr.x - ps[screenpeek].pos.X, OwnerAc->spr.y - ps[screenpeek].pos.y); int sqb = getangle( @@ -609,7 +609,7 @@ void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, in else { // Alter the shadow's position so that it appears behind the sprite itself. - int look = getangle(shadowspr->x - ps[screenpeek].pos.x, shadowspr->y - ps[screenpeek].pos.y); + int look = getangle(shadowspr->x - ps[screenpeek].pos.X, shadowspr->y - ps[screenpeek].pos.y); shadowspr->x += bcos(look, -9); shadowspr->y += bsin(look, -9); } diff --git a/source/games/duke/src/animatesprites_r.cpp b/source/games/duke/src/animatesprites_r.cpp index be8ba127c..8a93a187a 100644 --- a/source/games/duke/src/animatesprites_r.cpp +++ b/source/games/duke/src/animatesprites_r.cpp @@ -146,7 +146,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in if (t->statnum == 99) continue; if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && ps[h->spr.yvel].newOwner == nullptr && h->GetOwner()) { - t->x -= MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].pos.x - ps[h->spr.yvel].oposx, 16); + t->x -= MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].pos.X - ps[h->spr.yvel].oposx, 16); t->y -= MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].pos.y - ps[h->spr.yvel].oposy, 16); t->z = interpolatedvalue(ps[h->spr.yvel].oposz, ps[h->spr.yvel].pos.z, smoothratio); t->z += PHEIGHT_RR; @@ -201,7 +201,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in { int sqa = getangle( - OwnerAc->spr.x - ps[screenpeek].pos.x, + OwnerAc->spr.x - ps[screenpeek].pos.X, OwnerAc->spr.y - ps[screenpeek].pos.y); int sqb = getangle( @@ -764,7 +764,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in else { // Alter the shadow's position so that it appears behind the sprite itself. - int look = getangle(shadowspr->x - ps[screenpeek].pos.x, shadowspr->y - ps[screenpeek].pos.y); + int look = getangle(shadowspr->x - ps[screenpeek].pos.X, shadowspr->y - ps[screenpeek].pos.y); shadowspr->x += bcos(look, -9); shadowspr->y += bsin(look, -9); } diff --git a/source/games/duke/src/ccmds.cpp b/source/games/duke/src/ccmds.cpp index 0deed278d..b32104e93 100644 --- a/source/games/duke/src/ccmds.cpp +++ b/source/games/duke/src/ccmds.cpp @@ -115,7 +115,7 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz) { player_struct* p = &ps[myconnectindex]; - p->oposx = p->pos.x = x; + p->oposx = p->pos.X = x; p->oposy = p->pos.y = y; p->oposz = p->pos.z = z; diff --git a/source/games/duke/src/game_misc.cpp b/source/games/duke/src/game_misc.cpp index c3df4c636..5e5e2f1c4 100644 --- a/source/games/duke/src/game_misc.cpp +++ b/source/games/duke/src/game_misc.cpp @@ -60,7 +60,7 @@ FString GameInterface::GetCoordString() FString out; out.Format("pos= %d, %d, %d - angle = %2.3f - sector = %d, lotag = %d, hitag = %d", - ps[snum].pos.x, ps[snum].pos.y, ps[snum].pos.z, ps[snum].angle.ang.asdeg(), sectnum(ps[snum].cursector), + ps[snum].pos.X, ps[snum].pos.y, ps[snum].pos.z, ps[snum].angle.ang.asdeg(), sectnum(ps[snum].cursector), ps[snum].cursector->lotag, ps[snum].cursector->hitag); return out; @@ -270,7 +270,7 @@ void drawoverlays(double smoothratio) } else { - cposx = interpolatedvalue(pp->oposx, pp->pos.x, smoothratio); + cposx = interpolatedvalue(pp->oposx, pp->pos.X, smoothratio); cposy = interpolatedvalue(pp->oposy, pp->pos.y, smoothratio); cang = (!SyncInput() ? pp->angle.ang : interpolatedangle(pp->angle.oang, pp->angle.ang, smoothratio)).asbuild(); } diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index 37b2a5969..5a52fbc8e 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -326,7 +326,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, break; case PLAYER_POSX: // oh, my... :( Writing to these has been disabled until I know how to do it without the engine shitting all over itself. - if (!bSet) SetGameVarID(lVar2, ps[iPlayer].pos.x, sActor, sPlayer); + if (!bSet) SetGameVarID(lVar2, ps[iPlayer].pos.X, sActor, sPlayer); break; case PLAYER_POSY: @@ -1541,12 +1541,12 @@ int ParseState::parse(void) parseifelse(ifcanshoottarget(g_ac, g_p, g_x)); break; case concmd_ifcanseetarget: - j = cansee(g_ac->spr.x, g_ac->spr.y, g_ac->spr.z - ((krand() & 41) << 8), g_ac->spr.sector(), ps[g_p].pos.x, ps[g_p].pos.y, ps[g_p].pos.z/*-((krand()&41)<<8)*/, ps[g_p].GetActor()->sector()); + j = cansee(g_ac->spr.x, g_ac->spr.y, g_ac->spr.z - ((krand() & 41) << 8), g_ac->spr.sector(), ps[g_p].pos.X, ps[g_p].pos.y, ps[g_p].pos.z/*-((krand()&41)<<8)*/, ps[g_p].GetActor()->sector()); parseifelse(j); if (j) g_ac->timetosleep = SLEEPTIME; break; case concmd_ifnocover: - j = cansee(g_ac->spr.x, g_ac->spr.y, g_ac->spr.z, g_ac->spr.sector(), ps[g_p].pos.x, ps[g_p].pos.y, ps[g_p].pos.z, ps[g_p].GetActor()->sector()); + j = cansee(g_ac->spr.x, g_ac->spr.y, g_ac->spr.z, g_ac->spr.sector(), ps[g_p].pos.X, ps[g_p].pos.y, ps[g_p].pos.z, ps[g_p].GetActor()->sector()); parseifelse(j); if (j) g_ac->timetosleep = SLEEPTIME; break; @@ -2066,11 +2066,11 @@ int ParseState::parse(void) if(!isRR() && ps[g_p].newOwner != nullptr) { ps[g_p].newOwner = nullptr; - ps[g_p].pos.x = ps[g_p].oposx; + ps[g_p].pos.X = ps[g_p].oposx; ps[g_p].pos.y = ps[g_p].oposy; ps[g_p].pos.z = ps[g_p].oposz; ps[g_p].angle.restore(); - updatesector(ps[g_p].pos.x,ps[g_p].pos.y,&ps[g_p].cursector); + updatesector(ps[g_p].pos.X,ps[g_p].pos.y,&ps[g_p].cursector); DukeStatIterator it(STAT_ACTOR); while (auto j = it.Next()) @@ -2245,12 +2245,12 @@ int ParseState::parse(void) { // I am not convinced this is even remotely smart to be executed from here.. pickrandomspot(g_p); - g_ac->spr.x = ps[g_p].bobposx = ps[g_p].oposx = ps[g_p].pos.x; + g_ac->spr.x = ps[g_p].bobposx = ps[g_p].oposx = ps[g_p].pos.X; g_ac->spr.y = ps[g_p].bobposy = ps[g_p].oposy = ps[g_p].pos.y; g_ac->spr.z = ps[g_p].oposz = ps[g_p].pos.z; g_ac->spr.backuppos(); - updatesector(ps[g_p].pos.x, ps[g_p].pos.y, &ps[g_p].cursector); - SetActor(ps[g_p].GetActor(), { ps[g_p].pos.x, ps[g_p].pos.y, ps[g_p].pos.z + gs.playerheight }); + updatesector(ps[g_p].pos.X, ps[g_p].pos.y, &ps[g_p].cursector); + SetActor(ps[g_p].GetActor(), { ps[g_p].pos.X, ps[g_p].pos.y, ps[g_p].pos.z + gs.playerheight }); g_ac->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; g_ac->spr.shade = -12; @@ -2447,9 +2447,9 @@ int ParseState::parse(void) else if( (l& pfacing) ) { if (g_ac->spr.picnum == TILE_APLAYER && ud.multimode > 1) - j = getincangle(ps[otherp].angle.ang.asbuild(), getangle(ps[g_p].pos.x - ps[otherp].pos.x, ps[g_p].pos.y - ps[otherp].pos.y)); + j = getincangle(ps[otherp].angle.ang.asbuild(), getangle(ps[g_p].pos.X - ps[otherp].pos.X, ps[g_p].pos.y - ps[otherp].pos.y)); else - j = getincangle(ps[g_p].angle.ang.asbuild(), getangle(g_ac->spr.x - ps[g_p].pos.x, g_ac->spr.y - ps[g_p].pos.y)); + j = getincangle(ps[g_p].angle.ang.asbuild(), getangle(g_ac->spr.x - ps[g_p].pos.X, g_ac->spr.y - ps[g_p].pos.y)); if( j > -128 && j < 128 ) j = 1; @@ -2813,7 +2813,7 @@ int ParseState::parse(void) case concmd_pstomp: insptr++; if( ps[g_p].knee_incs == 0 && ps[g_p].GetActor()->spr.xrepeat >= (isRR()? 9: 40) ) - if( cansee(g_ac->spr.x,g_ac->spr.y,g_ac->spr.z-(4<<8),g_ac->spr.sector(),ps[g_p].pos.x,ps[g_p].pos.y,ps[g_p].pos.z+(16<<8),ps[g_p].GetActor()->spr.sector()) ) + if( cansee(g_ac->spr.x,g_ac->spr.y,g_ac->spr.z-(4<<8),g_ac->spr.sector(),ps[g_p].pos.X,ps[g_p].pos.y,ps[g_p].pos.z+(16<<8),ps[g_p].GetActor()->spr.sector()) ) { ps[g_p].knee_incs = 1; if(ps[g_p].weapon_pos == 0) diff --git a/source/games/duke/src/input.cpp b/source/games/duke/src/input.cpp index 621d28fbe..ab159c3d1 100644 --- a/source/games/duke/src/input.cpp +++ b/source/games/duke/src/input.cpp @@ -285,7 +285,7 @@ void hud_input(int plnum) auto pactor = EGS(p->cursector, - p->pos.x, + p->pos.X, p->pos.y, p->pos.z + (30 << 8), TILE_APLAYER, -64, 0, 0, p->angle.ang.asbuild(), 0, 0, nullptr, 10); pactor->temp_data[3] = pactor->temp_data[4] = 0; diff --git a/source/games/duke/src/noise.cpp b/source/games/duke/src/noise.cpp index 992ce9956..aa862d965 100644 --- a/source/games/duke/src/noise.cpp +++ b/source/games/duke/src/noise.cpp @@ -35,7 +35,7 @@ int madenoise(int snum) player_struct *p; p = &ps[snum]; p->donoise = 1; - p->noise_x = p->pos.x; + p->noise_x = p->pos.X; p->noise_y = p->pos.y; return 1; } diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index 6b1ad465d..401633430 100644 --- a/source/games/duke/src/player.cpp +++ b/source/games/duke/src/player.cpp @@ -175,7 +175,7 @@ int hits(DDukeActor* actor) else zoff = 0; hitscan(actor->spr.pos, actor->spr.sector(), { bcos(actor->spr.ang), bsin(actor->spr.ang), 0 }, hit, CLIPMASK1); - return (FindDistance2D(hit.hitpos.x - actor->spr.x, hit.hitpos.y - actor->spr.y)); + return (FindDistance2D(hit.hitpos.X - actor->spr.x, hit.hitpos.y - actor->spr.y)); } //--------------------------------------------------------------------------- @@ -200,7 +200,7 @@ int hitasprite(DDukeActor* actor, DDukeActor** hitsp) if (hit.hitWall != nullptr && (hit.hitWall->cstat & CSTAT_WALL_MASKED) && badguy(actor)) return((1 << 30)); - return (FindDistance2D(hit.hitpos.x - actor->spr.x, hit.hitpos.y - actor->spr.y)); + return (FindDistance2D(hit.hitpos.X - actor->spr.x, hit.hitpos.y - actor->spr.y)); } //--------------------------------------------------------------------------- @@ -216,7 +216,7 @@ int hitawall(struct player_struct* p, walltype** hitw) hitscan(p->pos, p->cursector, { p->angle.ang.bcos(), p->angle.ang.bsin(), 0 }, hit, CLIPMASK0); if (hitw) *hitw = hit.hitWall; - return (FindDistance2D(hit.hitpos.x - p->pos.x, hit.hitpos.y - p->pos.y)); + return (FindDistance2D(hit.hitpos.X - p->pos.X, hit.hitpos.y - p->pos.y)); } @@ -488,7 +488,7 @@ void footprints(int snum) while (auto act = it.Next()) { if (act->spr.picnum == TILE_FOOTPRINTS || act->spr.picnum == TILE_FOOTPRINTS2 || act->spr.picnum == TILE_FOOTPRINTS3 || act->spr.picnum == TILE_FOOTPRINTS4) - if (abs(act->spr.x - p->pos.x) < 384) + if (abs(act->spr.x - p->pos.X) < 384) if (abs(act->spr.y - p->pos.y) < 384) { j = 1; @@ -606,7 +606,7 @@ void playerisdead(int snum, int psectlotag, int fz, int cz) p->horizon.horizoff = p->horizon.horiz = q16horiz(0); - updatesector(p->pos.x, p->pos.y, &p->cursector); + updatesector(p->pos.X, p->pos.y, &p->cursector); pushmove(&p->pos, &p->cursector, 128L, (4 << 8), (20 << 8), CLIPMASK0); @@ -745,17 +745,17 @@ void player_struct::backuppos(bool noclipping) { if (!noclipping) { - oposx = pos.x; + oposx = pos.X; oposy = pos.y; } else { - pos.x = oposx; + pos.X = oposx; pos.y = oposy; } oposz = pos.z; - bobposx = pos.x; + bobposx = pos.X; bobposy = pos.y; opyoff = pyoff; } @@ -996,7 +996,7 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i hitscan({ sx, sy, sz }, sectp, { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1); // oh my... - if (FindDistance2D(sx - hit.hitpos.x, sy - hit.hitpos.y) < 1024 && + if (FindDistance2D(sx - hit.hitpos.X, sy - hit.hitpos.y) < 1024 && (hit.hitWall != nullptr && hit.hitWall->overpicnum != BIGFORCE) && ((hit.hitWall->twoSided() && hit.hitSector != nullptr && hit.hitWall->nextSector()->lotag == 0 && @@ -1028,7 +1028,7 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i spawned->spr.xvel = -12; auto delta = hit.hitWall->delta(); spawned->spr.ang = getangle(-delta.X, -delta.Y) + 512; // note the '-' sign here! - spawned->spr.x = hit.hitpos.x; + spawned->spr.x = hit.hitpos.X; spawned->spr.y = hit.hitpos.y; spawned->spr.z = hit.hitpos.z; spawned->spr.cstat |= randomXFlip(); diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 53c86533b..d885d32bd 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -253,11 +253,11 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa) if (hit.hitSector == nullptr) return; - if ((abs(sx - hit.hitpos.x) + abs(sy - hit.hitpos.y)) < 1024) + if ((abs(sx - hit.hitpos.X) + abs(sy - hit.hitpos.y)) < 1024) { if (hit.hitWall || hit.actor()) { - auto knee = EGS(hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, KNEE, -15, 0, 0, sa, 32, 0, actor, 4); + auto knee = EGS(hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, KNEE, -15, 0, 0, sa, 32, 0, actor, 4); if (knee) { knee->spr.extra += (krand() & 7); @@ -286,7 +286,7 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa) if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2) { - fi.checkhitwall(knee, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, KNEE); + fi.checkhitwall(knee, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, KNEE); if (p >= 0) fi.checkhitswitch(p, hit.hitWall, nullptr); } } @@ -296,7 +296,7 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa) auto splash = spawn(ps[p].GetActor(), WATERSPLASH2); if (splash) { - splash->spr.x = hit.hitpos.x; + splash->spr.x = hit.hitpos.X; splash->spr.y = hit.hitpos.y; splash->spr.ang = ps[p].angle.ang.asbuild(); // Total tweek splash->spr.xvel = 32; @@ -395,7 +395,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa else { zvel += 128 - (krand() & 255); - sa = getangle(ps[j].pos.x - sx, ps[j].pos.y - sy) + 64 - (krand() & 127); + sa = getangle(ps[j].pos.X - sx, ps[j].pos.y - sy) + 64 - (krand() & 127); } } @@ -407,12 +407,12 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa if (hit.hitSector == nullptr) return; if ((krand() & 15) == 0 && hit.hitSector->lotag == 2) - tracers(hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, sx, sy, sz, 8 - (ud.multimode >> 1)); + tracers(hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, sx, sy, sz, 8 - (ud.multimode >> 1)); DDukeActor* spark; if (p >= 0) { - spark = EGS(hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4); + spark = EGS(hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4); if (!spark) return; spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; @@ -528,12 +528,12 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa if (hit.hitpos.z >= (hit.hitWall->nextSector()->floorz)) hit.hitWall = hit.hitWall->nextWall(); - fi.checkhitwall(spark, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1); + fi.checkhitwall(spark, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1); } } else { - spark = EGS(hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4); + spark = EGS(hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4); if (spark) { spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; @@ -546,13 +546,13 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa else spark->spr.xrepeat = spark->spr.yrepeat = 0; } else if (hit.hitWall) - fi.checkhitwall(spark, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1); + fi.checkhitwall(spark, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1); } } if ((krand() & 255) < 4) { - vec3_t v{ hit.hitpos.x, hit.hitpos.y, hit.hitpos.z }; + vec3_t v{ hit.hitpos.X, hit.hitpos.y, hit.hitpos.z }; S_PlaySound3D(PISTOL_RICOCHET, spark, &v); } } @@ -858,7 +858,7 @@ static void shootlaser(DDukeActor* actor, int p, int sx, int sy, int sz, int sa) if (hit.hitWall && hit.hitSector) { - if (((hit.hitpos.x - sx) * (hit.hitpos.x - sx) + (hit.hitpos.y - sy) * (hit.hitpos.y - sy)) < (290 * 290)) + if (((hit.hitpos.X - sx) * (hit.hitpos.X - sx) + (hit.hitpos.y - sy) * (hit.hitpos.y - sy)) < (290 * 290)) { if (hit.hitWall->twoSided()) { @@ -871,7 +871,7 @@ static void shootlaser(DDukeActor* actor, int p, int sx, int sy, int sz, int sa) if (j == 1) { - auto bomb = EGS(hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, TRIPBOMB, -16, 4, 5, sa, 0, 0, actor, 6); + auto bomb = EGS(hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, TRIPBOMB, -16, 4, 5, sa, 0, 0, actor, 6); if (!bomb) return; if (isWW2GI()) { @@ -968,7 +968,7 @@ static void shootgrowspark(DDukeActor* actor, int p, int sx, int sy, int sz, int actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL; - auto spark = EGS(sect, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, GROWSPARK, -16, 28, 28, sa, 0, 0, actor, 1); + auto spark = EGS(sect, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, GROWSPARK, -16, 28, 28, sa, 0, 0, actor, 1); if (!spark) return; spark->spr.pal = 2; @@ -985,7 +985,7 @@ static void shootgrowspark(DDukeActor* actor, int p, int sx, int sy, int sz, int { if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2) { - fi.checkhitwall(spark, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, GROWSPARK); + fi.checkhitwall(spark, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, GROWSPARK); } } } @@ -1023,7 +1023,7 @@ void shoot_d(DDukeActor* actor, int atwith) if (actor->spr.picnum == TILE_APLAYER) { - sx = ps[p].pos.x; + sx = ps[p].pos.X; sy = ps[p].pos.y; sz = ps[p].pos.z + ps[p].pyoff + (4 << 8); sa = ps[p].angle.ang.asbuild(); @@ -2031,13 +2031,13 @@ int operateTripbomb(int snum) while ((act = it.Next())) { if (act->spr.picnum == TRIPBOMB && - abs(act->spr.z - hit.hitpos.z) < (12 << 8) && ((act->spr.x - hit.hitpos.x) * (act->spr.x - hit.hitpos.x) + (act->spr.y - hit.hitpos.y) * (act->spr.y - hit.hitpos.y)) < (290 * 290)) + abs(act->spr.z - hit.hitpos.z) < (12 << 8) && ((act->spr.x - hit.hitpos.X) * (act->spr.x - hit.hitpos.X) + (act->spr.y - hit.hitpos.y) * (act->spr.y - hit.hitpos.y)) < (290 * 290)) return 0; } if (act == nullptr && hit.hitWall != nullptr && (hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0) if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag <= 2) || (!hit.hitWall->twoSided() && hit.hitSector->lotag <= 2)) - if (((hit.hitpos.x - p->pos.x) * (hit.hitpos.x - p->pos.x) + (hit.hitpos.y - p->pos.y) * (hit.hitpos.y - p->pos.y)) < (290 * 290)) + if (((hit.hitpos.X - p->pos.X) * (hit.hitpos.X - p->pos.X) + (hit.hitpos.y - p->pos.y) * (hit.hitpos.y - p->pos.y)) < (290 * 290)) { p->pos.z = p->oposz; p->poszv = 0; @@ -2204,7 +2204,7 @@ static void operateweapon(int snum, ESyncBits actions) } auto spawned = EGS(p->cursector, - p->pos.x + p->angle.ang.bcos(-6), + p->pos.X + p->angle.ang.bcos(-6), p->pos.y + p->angle.ang.bsin(-6), p->pos.z, HEAVYHBOMB, -16, 9, 9, p->angle.ang.asbuild(), (k + (p->hbomb_hold_delay << 5)), i, pact, 1); @@ -2745,10 +2745,10 @@ void processinput_d(int snum) shrunk = (pact->spr.yrepeat < 32); getzrange(p->pos, psectp, &cz, chz, &fz, clz, 163, CLIPMASK0); - j = getflorzofslopeptr(psectp, p->pos.x, p->pos.y); + j = getflorzofslopeptr(psectp, p->pos.X, p->pos.y); p->truefz = j; - p->truecz = getceilzofslopeptr(psectp, p->pos.x, p->pos.y); + p->truecz = getceilzofslopeptr(psectp, p->pos.X, p->pos.y); truefdist = abs(p->pos.z - j); if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.playerheight + (16 << 8)) @@ -2782,7 +2782,7 @@ void processinput_d(int snum) } else if (badguy(clz.actor()) && clz.actor()->spr.xrepeat > 24 && abs(pact->spr.z - clz.actor()->spr.z) < (84 << 8)) { - j = getangle(clz.actor()->spr.x - p->pos.x, clz.actor()->spr.y - p->pos.y); + j = getangle(clz.actor()->spr.x - p->pos.X, clz.actor()->spr.y - p->pos.y); p->posxv -= bcos(j, 4); p->posyv -= bsin(j, 4); } @@ -2848,7 +2848,7 @@ void processinput_d(int snum) p->playerweaponsway(pact->spr.xvel); - pact->spr.xvel = clamp(ksqrt((p->pos.x - p->bobposx) * (p->pos.x - p->bobposx) + (p->pos.y - p->bobposy) * (p->pos.y - p->bobposy)), 0, 512); + pact->spr.xvel = clamp(ksqrt((p->pos.X - p->bobposx) * (p->pos.X - p->bobposx) + (p->pos.y - p->bobposy) * (p->pos.y - p->bobposy)), 0, 512); if (p->on_ground) p->bobcounter += p->GetActor()->spr.xvel >> 1; p->backuppos(ud.clipping == 0 && (p->cursector->floorpicnum == MIRROR || !p->insector())); @@ -3019,9 +3019,9 @@ HORIZONLY: Collision clip{}; if (ud.clipping) { - p->pos.x += p->posxv >> 14; + p->pos.X += p->posxv >> 14; p->pos.y += p->posyv >> 14; - updatesector(p->pos.x, p->pos.y, &p->cursector); + updatesector(p->pos.X, p->pos.y, &p->cursector); ChangeActorSect(pact, p->cursector); } else @@ -3049,7 +3049,7 @@ HORIZONLY: } // RBG*** - SetActor(pact, { p->pos.x, p->pos.y, p->pos.z + gs.playerheight }); + SetActor(pact, { p->pos.X, p->pos.y, p->pos.z + gs.playerheight }); if (psectlotag < 3) { diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 0b8fc045f..b6526141b 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -115,7 +115,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, && effector->spr.lotag == SE_7_TELEPORT) { int nx, ny, nz; - nx = hit.hitpos.x + (effector->GetOwner()->spr.x - effector->spr.x); + nx = hit.hitpos.X + (effector->GetOwner()->spr.x - effector->spr.x); ny = hit.hitpos.y + (effector->GetOwner()->spr.y - effector->spr.y); if (hit.hitSector->lotag == 161) { @@ -133,20 +133,20 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, if (hit.hitSector == nullptr) return; - if ((abs(sx - hit.hitpos.x) + abs(sy - hit.hitpos.y)) < 1024) + if ((abs(sx - hit.hitpos.X) + abs(sy - hit.hitpos.y)) < 1024) { if (hit.hitWall != nullptr || hit.actor()) { DDukeActor* wpn; if (isRRRA() && atwith == SLINGBLADE) { - wpn = EGS(hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, SLINGBLADE, -15, 0, 0, sa, 32, 0, actor, 4); + wpn = EGS(hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, SLINGBLADE, -15, 0, 0, sa, 32, 0, actor, 4); if (!wpn) return; wpn->spr.extra += 50; } else { - wpn = EGS(hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, KNEE, -15, 0, 0, sa, 32, 0, actor, 4); + wpn = EGS(hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, KNEE, -15, 0, 0, sa, 32, 0, actor, 4); if (!wpn) return; wpn->spr.extra += (krand() & 7); } @@ -175,7 +175,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2) { - fi.checkhitwall(wpn, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, atwith); + fi.checkhitwall(wpn, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, atwith); if (p >= 0) fi.checkhitswitch(p, hit.hitWall, nullptr); } } @@ -185,7 +185,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, auto splash = spawn(ps[p].GetActor(), WATERSPLASH2); if (splash) { - splash->spr.x = hit.hitpos.x; + splash->spr.x = hit.hitpos.X; splash->spr.y = hit.hitpos.y; splash->spr.ang = ps[p].angle.ang.asbuild(); // Total tweek splash->spr.xvel = 32; @@ -254,7 +254,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa else { zvel += 128 - (krand() & 255); - sa = getangle(ps[j].pos.x - sx, ps[j].pos.y - sy) + 64 - (krand() & 127); + sa = getangle(ps[j].pos.X - sx, ps[j].pos.y - sy) + 64 - (krand() & 127); } } @@ -271,7 +271,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa && effector->spr.lotag == SE_7_TELEPORT) { int nx, ny, nz; - nx = hit.hitpos.x + (effector->GetOwner()->spr.x - effector->spr.x); + nx = hit.hitpos.X + (effector->GetOwner()->spr.x - effector->spr.x); ny = hit.hitpos.y + (effector->GetOwner()->spr.y - effector->spr.y); if (hit.hitSector->lotag == 161) { @@ -297,12 +297,12 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa return; if ((krand() & 15) == 0 && hit.hitSector->lotag == 2) - tracers(hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, sx, sy, sz, 8 - (ud.multimode >> 1)); + tracers(hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, sx, sy, sz, 8 - (ud.multimode >> 1)); DDukeActor* spark; if (p >= 0) { - spark = EGS(hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4); + spark = EGS(hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4); if (!spark) return; spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; spark->spr.extra += (krand() % 6); @@ -424,12 +424,12 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa if (hit.hitpos.z >= (hit.hitWall->nextSector()->floorz)) hit.hitWall = hit.hitWall->nextWall(); - fi.checkhitwall(spark, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1); + fi.checkhitwall(spark, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1); } } else { - spark = EGS(hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4); + spark = EGS(hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4); if (!spark) return; spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; @@ -441,12 +441,12 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa else spark->spr.xrepeat = spark->spr.yrepeat = 0; } else if (hit.hitWall != nullptr) - fi.checkhitwall(spark, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1); + fi.checkhitwall(spark, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, SHOTSPARK1); } if ((krand() & 255) < 10) { - vec3_t v{ hit.hitpos.x, hit.hitpos.y, hit.hitpos.z }; + vec3_t v{ hit.hitpos.X, hit.hitpos.y, hit.hitpos.z }; S_PlaySound3D(PISTOL_RICOCHET, spark, &v); } } @@ -837,7 +837,7 @@ void shoot_r(DDukeActor* actor, int atwith) { p = actor->spr.yvel; - sx = ps[p].pos.x; + sx = ps[p].pos.X; sy = ps[p].pos.y; sz = ps[p].pos.z + ps[p].pyoff + (4 << 8); sa = ps[p].angle.ang.asbuild(); @@ -2743,7 +2743,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) } auto spawned = EGS(p->cursector, - p->pos.x + p->angle.ang.bcos(-6), + p->pos.X + p->angle.ang.bcos(-6), p->pos.y + p->angle.ang.bsin(-6), p->pos.z, HEAVYHBOMB, -16, 9, 9, p->angle.ang.asbuild(), (k + (p->hbomb_hold_delay << 5)) * 2, i, pact, 1); @@ -3159,7 +3159,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) } EGS(p->cursector, - p->pos.x + p->angle.ang.bcos(-6), + p->pos.X + p->angle.ang.bcos(-6), p->pos.y + p->angle.ang.bsin(-6), p->pos.z, TRIPBOMBSPRITE, -16, 9, 9, p->angle.ang.asbuild(), k * 2, i, pact, 1); @@ -3400,16 +3400,16 @@ void processinput_r(int snum) if (pact->spr.clipdist == 64) { getzrange(p->pos, psectp, &cz, chz, &fz, clz, 163L, CLIPMASK0); - tempfz = getflorzofslopeptr(psectp, p->pos.x, p->pos.y); + tempfz = getflorzofslopeptr(psectp, p->pos.X, p->pos.y); } else { getzrange(p->pos, psectp, &cz, chz, &fz, clz, 4L, CLIPMASK0); - tempfz = getflorzofslopeptr(psectp, p->pos.x, p->pos.y); + tempfz = getflorzofslopeptr(psectp, p->pos.X, p->pos.y); } p->truefz = tempfz; - p->truecz = getceilzofslopeptr(psectp, p->pos.x, p->pos.y); + p->truecz = getceilzofslopeptr(psectp, p->pos.X, p->pos.y); truefdist = abs(p->pos.z - tempfz); if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.playerheight + (16 << 8)) @@ -3473,7 +3473,7 @@ void processinput_r(int snum) } else if (badguy(clz.actor()) && clz.actor()->spr.xrepeat > 24 && abs(pact->spr.z - clz.actor()->spr.z) < (84 << 8)) { - int j = getangle(clz.actor()->spr.x - p->pos.x, clz.actor()->spr.y - p->pos.y); + int j = getangle(clz.actor()->spr.x - p->pos.X, clz.actor()->spr.y - p->pos.y); p->posxv -= bcos(j, 4); p->posyv -= bsin(j, 4); } @@ -3563,7 +3563,7 @@ void processinput_r(int snum) p->playerweaponsway(pact->spr.xvel); - pact->spr.xvel = clamp(ksqrt((p->pos.x - p->bobposx) * (p->pos.x - p->bobposx) + (p->pos.y - p->bobposy) * (p->pos.y - p->bobposy)), 0, 512); + pact->spr.xvel = clamp(ksqrt((p->pos.X - p->bobposx) * (p->pos.X - p->bobposx) + (p->pos.y - p->bobposy) * (p->pos.y - p->bobposy)), 0, 512); if (p->on_ground) p->bobcounter += p->GetActor()->spr.xvel >> 1; p->backuppos(ud.clipping == 0 && (p->cursector->floorpicnum == MIRROR || !p->insector())); @@ -3778,9 +3778,9 @@ HORIZONLY: Collision clip{}; if (ud.clipping) { - p->pos.x += p->posxv >> 14; + p->pos.X += p->posxv >> 14; p->pos.y += p->posyv >> 14; - updatesector(p->pos.x, p->pos.y, &p->cursector); + updatesector(p->pos.X, p->pos.y, &p->cursector); ChangeActorSect(pact, p->cursector); } else @@ -3881,7 +3881,7 @@ HORIZONLY: } // RBG*** - SetActor(pact, { p->pos.x, p->pos.y, p->pos.z + gs.playerheight }); + SetActor(pact, { p->pos.X, p->pos.y, p->pos.z + gs.playerheight }); if (psectlotag == 800 && (!isRRRA() || !p->lotag800kill)) { @@ -4027,7 +4027,7 @@ void OnMotorcycle(struct player_struct *p, DDukeActor* motosprite) { if (motosprite) { - p->pos.x = motosprite->spr.x; + p->pos.X = motosprite->spr.x; p->pos.y = motosprite->spr.y; p->angle.ang = buildang(motosprite->spr.ang); p->ammo_amount[MOTORCYCLE_WEAPON] = motosprite->saved_ammo; @@ -4107,7 +4107,7 @@ void OnBoat(struct player_struct *p, DDukeActor* boat) { if (boat) { - p->pos.x = boat->spr.x; + p->pos.X = boat->spr.x; p->pos.y = boat->spr.y; p->angle.ang = buildang(boat->spr.ang); p->ammo_amount[BOAT_WEAPON] = boat->saved_ammo; diff --git a/source/games/duke/src/player_w.cpp b/source/games/duke/src/player_w.cpp index 3a4c8a146..2cd7f10ab 100644 --- a/source/games/duke/src/player_w.cpp +++ b/source/games/duke/src/player_w.cpp @@ -342,7 +342,7 @@ void operateweapon_ww(int snum, ESyncBits actions) } auto j = EGS(p->cursector, - p->pos.x + p->angle.ang.bcos(-6), + p->pos.X + p->angle.ang.bcos(-6), p->pos.y + p->angle.ang.bsin(-6), p->pos.z, HEAVYHBOMB, -16, 9, 9, p->angle.ang.asbuild(), (k + (p->hbomb_hold_delay << 5)), i, p->GetActor(), 1); diff --git a/source/games/duke/src/prediction.cpp b/source/games/duke/src/prediction.cpp index 63e6437ca..eea2d5b6f 100644 --- a/source/games/duke/src/prediction.cpp +++ b/source/games/duke/src/prediction.cpp @@ -50,7 +50,7 @@ short myangbak[MOVEFIFOSIZ]; void resetmys() { - myx = omyx = ps[myconnectindex].pos.x; + myx = omyx = ps[myconnectindex].pos.X; myy = omyy = ps[myconnectindex].pos.y; myz = omyz = ps[myconnectindex].pos.z; myxvel = myyvel = myzvel = 0; diff --git a/source/games/duke/src/premap.cpp b/source/games/duke/src/premap.cpp index 980ddc9dd..aa7bf8ae2 100644 --- a/source/games/duke/src/premap.cpp +++ b/source/games/duke/src/premap.cpp @@ -60,7 +60,7 @@ void pickrandomspot(int snum) i = krand()%numplayersprites; else i = snum; - p->bobposx = p->oposx = p->pos.x = po[i].ox; + p->bobposx = p->oposx = p->pos.X = po[i].ox; p->bobposy = p->oposy = p->pos.y = po[i].oy; p->oposz = p->pos.z = po[i].oz; p->angle.oang = p->angle.ang = buildang(po[i].oa); @@ -507,7 +507,7 @@ void resetpspritevars(int g) int aimmode[MAXPLAYERS]; STATUSBARTYPE tsbar[MAXPLAYERS]; - EGS(ps[0].cursector, ps[0].pos.x, ps[0].pos.y, ps[0].pos.z, + EGS(ps[0].cursector, ps[0].pos.X, ps[0].pos.y, ps[0].pos.z, TILE_APLAYER, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, nullptr, 10); if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++) @@ -577,7 +577,7 @@ void resetpspritevars(int g) if (numplayersprites == 0) { - firstx = ps[0].pos.x; + firstx = ps[0].pos.X; firsty = ps[0].pos.y; } @@ -625,7 +625,7 @@ void resetpspritevars(int g) ps[j].frag_ps = j; act->SetOwner(act); - ps[j].bobposx = ps[j].oposx = ps[j].pos.x = act->spr.x; + ps[j].bobposx = ps[j].oposx = ps[j].pos.X = act->spr.x; ps[j].bobposy = ps[j].oposy = ps[j].pos.y = act->spr.y; ps[j].oposz = ps[j].pos.z = act->spr.z; act->spr.backuppos(); diff --git a/source/games/duke/src/render.cpp b/source/games/duke/src/render.cpp index e71b935a2..a48225e8b 100644 --- a/source/games/duke/src/render.cpp +++ b/source/games/duke/src/render.cpp @@ -327,7 +327,7 @@ void displayrooms(int snum, double smoothratio) else #endif { - cposx = interpolatedvalue(p->oposx, p->pos.x, smoothratio); + cposx = interpolatedvalue(p->oposx, p->pos.X, smoothratio); cposy = interpolatedvalue(p->oposy, p->pos.y, smoothratio); cposz = interpolatedvalue(p->oposz, p->pos.z, smoothratio);; if (SyncInput()) @@ -350,7 +350,7 @@ void displayrooms(int snum, double smoothratio) auto spr = &p->newOwner->spr; cang = buildang(spr->interpolatedang(smoothratio)); choriz = buildhoriz(spr->shade); - cposx = spr->pos.x; + cposx = spr->pos.X; cposy = spr->pos.y; cposz = spr->pos.z; sect = spr->sector(); diff --git a/source/games/duke/src/savegame.cpp b/source/games/duke/src/savegame.cpp index 1513fe37c..e16e2ab0d 100644 --- a/source/games/duke/src/savegame.cpp +++ b/source/games/duke/src/savegame.cpp @@ -107,7 +107,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w, { if (arc.BeginObject(keyname)) { - arc("posx", w.pos.x) + arc("posx", w.pos.X) ("posy", w.pos.y) ("posz", w.pos.z) ("angle", w.angle) @@ -277,7 +277,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w, .EndObject(); w.invdisptime = 0; - w.oposx = w.pos.x; + w.oposx = w.pos.X; w.oposy = w.pos.y; w.oposz = w.pos.z; w.opyoff = w.pyoff; diff --git a/source/games/duke/src/sectors.cpp b/source/games/duke/src/sectors.cpp index 6643b44e1..888b4dade 100644 --- a/source/games/duke/src/sectors.cpp +++ b/source/games/duke/src/sectors.cpp @@ -220,7 +220,7 @@ int findplayer(const DDukeActor* actor, int* d) if (ud.multimode < 2) { - if (d) *d = abs(ps[myconnectindex].oposx - s->x) + abs(ps[myconnectindex].oposy - s->y) + ((abs(ps[myconnectindex].oposz - s->z + (28 << 8))) >> 4); + if (d) *d = abs(ps[myconnectindex].oposx - s->X) + abs(ps[myconnectindex].oposy - s->y) + ((abs(ps[myconnectindex].oposz - s->z + (28 << 8))) >> 4); return myconnectindex; } @@ -229,7 +229,7 @@ int findplayer(const DDukeActor* actor, int* d) for (j = connecthead; j >= 0; j = connectpoint2[j]) { - x = abs(ps[j].oposx - s->x) + abs(ps[j].oposy - s->y) + ((abs(ps[j].oposz - s->z + (28 << 8))) >> 4); + x = abs(ps[j].oposx - s->X) + abs(ps[j].oposy - s->y) + ((abs(ps[j].oposz - s->z + (28 << 8))) >> 4); if (x < closest && ps[j].GetActor()->spr.extra > 0) { closest_player = j; @@ -258,7 +258,7 @@ int findotherplayer(int p, int* d) for (j = connecthead; j >= 0; j = connectpoint2[j]) if (p != j && ps[j].GetActor()->spr.extra > 0) { - x = abs(ps[j].oposx - ps[p].pos.x) + abs(ps[j].oposy - ps[p].pos.y) + (abs(ps[j].oposz - ps[p].pos.z) >> 4); + x = abs(ps[j].oposx - ps[p].pos.X) + abs(ps[j].oposy - ps[p].pos.y) + (abs(ps[j].oposz - ps[p].pos.z) >> 4); if (x < closest) { diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index d176f8d4f..ac316c4d0 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -932,7 +932,7 @@ void checkplayerhurt_d(struct player_struct* p, const Collision& coll) S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor()); fi.checkhitwall(p->GetActor(), wal, - p->pos.x + p->angle.ang.bcos(-9), + p->pos.X + p->angle.ang.bcos(-9), p->pos.y + p->angle.ang.bsin(-9), p->pos.z, -1); @@ -941,7 +941,7 @@ void checkplayerhurt_d(struct player_struct* p, const Collision& coll) case BIGFORCE: p->hurt_delay = 26; fi.checkhitwall(p->GetActor(), wal, - p->pos.x + p->angle.ang.bcos(-9), + p->pos.X + p->angle.ang.bcos(-9), p->pos.y + p->angle.ang.bsin(-9), p->pos.z, -1); break; @@ -1464,12 +1464,12 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj) if (ps[p].newOwner != nullptr) { ps[p].newOwner = nullptr; - ps[p].pos.x = ps[p].oposx; + ps[p].pos.X = ps[p].oposx; ps[p].pos.y = ps[p].oposy; ps[p].pos.z = ps[p].oposz; ps[p].angle.restore(); - updatesector(ps[p].pos.x, ps[p].pos.y, &ps[p].cursector); + updatesector(ps[p].pos.X, ps[p].pos.y, &ps[p].cursector); DukeStatIterator it(STAT_ACTOR); while (auto j = it.Next()) @@ -1502,12 +1502,12 @@ void clearcameras(int i, player_struct* p) { if (i < 0) { - p->pos.x = p->oposx; + p->pos.X = p->oposx; p->pos.y = p->oposy; p->pos.z = p->oposz; p->newOwner = nullptr; - updatesector(p->pos.x, p->pos.y, &p->cursector); + updatesector(p->pos.X, p->pos.y, &p->cursector); DukeStatIterator it(STAT_ACTOR); while (auto act = it.Next()) @@ -1621,12 +1621,12 @@ void checksectors_d(int snum) { neartag(p->pos, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) - neartag({ p->pos.x, p->pos.y, p->pos.z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); + neartag({ p->pos.X, p->pos.y, p->pos.z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) - neartag({ p->pos.x, p->pos.y, p->pos.z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); + neartag({ p->pos.X, p->pos.y, p->pos.z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) { - neartag({ p->pos.x, p->pos.y, p->pos.z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 3); + neartag({ p->pos.X, p->pos.y, p->pos.z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 3); if (near.actor() != nullptr) { switch (near.actor()->spr.picnum) diff --git a/source/games/duke/src/sectors_r.cpp b/source/games/duke/src/sectors_r.cpp index 29b1c0419..bccdead3f 100644 --- a/source/games/duke/src/sectors_r.cpp +++ b/source/games/duke/src/sectors_r.cpp @@ -1422,7 +1422,7 @@ void checkplayerhurt_r(struct player_struct* p, const Collision &coll) case BIGFORCE: p->hurt_delay = 26; fi.checkhitwall(p->GetActor(), wal, - p->pos.x + p->angle.ang.bcos(-9), + p->pos.X + p->angle.ang.bcos(-9), p->pos.y + p->angle.ang.bsin(-9), p->pos.z, -1); break; @@ -2412,11 +2412,11 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj) if (ps[p].newOwner != nullptr) { ps[p].newOwner = nullptr; - ps[p].pos.x = ps[p].oposx; + ps[p].pos.X = ps[p].oposx; ps[p].pos.y = ps[p].oposy; ps[p].pos.z = ps[p].oposz; - updatesector(ps[p].pos.x, ps[p].pos.y, &ps[p].cursector); + updatesector(ps[p].pos.X, ps[p].pos.y, &ps[p].cursector); DukeStatIterator it(STAT_EFFECTOR); while (auto act = it.Next()) @@ -2574,12 +2574,12 @@ void checksectors_r(int snum) { neartag(p->pos, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) - neartag({ p->pos.x, p->pos.y, p->pos.z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); + neartag({ p->pos.X, p->pos.y, p->pos.z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) - neartag({ p->pos.x, p->pos.y, p->pos.z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); + neartag({ p->pos.X, p->pos.y, p->pos.z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) { - neartag({ p->pos.x, p->pos.y, p->pos.z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 3); + neartag({ p->pos.X, p->pos.y, p->pos.z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 3); if (near.actor() != nullptr) { switch (near.actor()->spr.picnum) diff --git a/source/games/duke/src/sounds.cpp b/source/games/duke/src/sounds.cpp index 79645bb24..12114adb2 100644 --- a/source/games/duke/src/sounds.cpp +++ b/source/games/duke/src/sounds.cpp @@ -276,7 +276,7 @@ static int GetPositionInfo(DDukeActor* actor, int soundNum, sectortype* sect, sndist += dist_adjust; if (sndist < 0) sndist = 0; - if (sect!= nullptr && sndist && actor->spr.picnum != MUSICANDSFX && !cansee(cam->x, cam->y, cam->z - (24 << 8), sect, actor->spr.x, actor->spr.y, actor->spr.z - (24 << 8), actor->spr.sector())) + if (sect!= nullptr && sndist && actor->spr.picnum != MUSICANDSFX && !cansee(cam->X, cam->y, cam->z - (24 << 8), sect, actor->spr.x, actor->spr.y, actor->spr.z - (24 << 8), actor->spr.sector())) sndist += sndist >> (isRR() ? 2 : 5); // Here the sound distance was clamped to a minimum of 144*4. diff --git a/source/games/duke/src/spawn.cpp b/source/games/duke/src/spawn.cpp index 964606efb..e92fc5a5d 100644 --- a/source/games/duke/src/spawn.cpp +++ b/source/games/duke/src/spawn.cpp @@ -539,7 +539,7 @@ void initwaterdrip(DDukeActor* actj, DDukeActor* actor) actor->spr.z -= (18 << 8); } else actor->spr.z -= (13 << 8); - actor->spr.ang = getangle(ps[connecthead].pos.x - actor->spr.x, ps[connecthead].pos.y - actor->spr.y); + actor->spr.ang = getangle(ps[connecthead].pos.X - actor->spr.x, ps[connecthead].pos.y - actor->spr.y); actor->spr.xvel = 48 - (krand() & 31); ssp(actor, CLIPMASK0); } diff --git a/source/games/exhumed/src/bullet.cpp b/source/games/exhumed/src/bullet.cpp index 2d566ea08..b18b18702 100644 --- a/source/games/exhumed/src/bullet.cpp +++ b/source/games/exhumed/src/bullet.cpp @@ -462,7 +462,7 @@ MOVEEND: else dz = -pBullet->nPitch * 512; hitscan(startPos, pSprite->sector(), { bcos(pSprite->ang), bsin(pSprite->ang), dz }, hit, CLIPMASK1); - x2 = hit.hitpos.x; + x2 = hit.hitpos.X; y2 = hit.hitpos.y; z2 = hit.hitpos.z; hitactor = hit.actor(); diff --git a/source/games/exhumed/src/gun.cpp b/source/games/exhumed/src/gun.cpp index ebe4049f4..3791f5e3f 100644 --- a/source/games/exhumed/src/gun.cpp +++ b/source/games/exhumed/src/gun.cpp @@ -255,7 +255,7 @@ Collision CheckCloseRange(int nPlayer, int *x, int *y, int *z, sectortype* *ppSe int ecx = bsin(150, -3); uint32_t yDiff = abs(hit.hitpos.y - *y); - uint32_t xDiff = abs(hit.hitpos.x - *x); + uint32_t xDiff = abs(hit.hitpos.X - *x); uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff; @@ -270,7 +270,7 @@ Collision CheckCloseRange(int nPlayer, int *x, int *y, int *z, sectortype* *ppSe if (ksqrt(sqrtNum) >= ecx) return c; - *x = hit.hitpos.x; + *x = hit.hitpos.X; *y = hit.hitpos.y; *z = hit.hitpos.z; *ppSector = hit.hitSector; diff --git a/source/games/exhumed/src/init.cpp b/source/games/exhumed/src/init.cpp index 0149c5881..4a19f2c36 100644 --- a/source/games/exhumed/src/init.cpp +++ b/source/games/exhumed/src/init.cpp @@ -142,7 +142,7 @@ uint8_t LoadLevel(MapRecord* map) int initsect; SpawnSpriteDef spawned; loadMap(currentLevel->fileName, 0, &startPos, &inita, &initsect, spawned); - initx = startPos.x; + initx = startPos.X; inity = startPos.y; initz = startPos.z; initsectp = §or[initsect]; diff --git a/source/games/exhumed/src/lion.cpp b/source/games/exhumed/src/lion.cpp index d48583d4a..cfbacfe08 100644 --- a/source/games/exhumed/src/lion.cpp +++ b/source/games/exhumed/src/lion.cpp @@ -406,7 +406,7 @@ void AILion::Tick(RunListEvent* ev) if (hit.hitWall) { - int theX = abs(hit.hitpos.x - x); + int theX = abs(hit.hitpos.X - x); int theY = abs(hit.hitpos.y - y); if ((theX + theY) < nCheckDist) diff --git a/source/games/exhumed/src/move.cpp b/source/games/exhumed/src/move.cpp index bcc4e3ece..fbea8aebe 100644 --- a/source/games/exhumed/src/move.cpp +++ b/source/games/exhumed/src/move.cpp @@ -901,7 +901,7 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel) vec3_t pos; - pos.x = sBlockInfo[nBlock].x; + pos.X = sBlockInfo[nBlock].x; int x_b = sBlockInfo[nBlock].x; pos.y = sBlockInfo[nBlock].y; @@ -932,7 +932,7 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel) clipmove(pos, &pSectorB, nXVect, nYVect, pBlockInfo->field_8, 0, 0, CLIPMASK1, scratch); int yvect = pos.y - y_b; - int xvect = pos.x - x_b; + int xvect = pos.X - x_b; if (pSectorB != pNextSector && pSectorB != pSector) { @@ -948,7 +948,7 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel) Collision scratch; clipmove(pos, &pSectorB, nXVect, nYVect, pBlockInfo->field_8, 0, 0, CLIPMASK1, scratch); - int ebx = pos.x; + int ebx = pos.X; int ecx = x_b; int edx = pos.y; int eax = xvect; @@ -1008,7 +1008,7 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel) if ((nSectFlag & kSectUnderwater) || pos.z != nZVal || sp->cstat & CSTAT_SPRITE_INVISIBLE) { - pos.x = sp->x; + pos.X = sp->x; pos.y = sp->y; pSectorB = pSector; diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index 6fb1d1a32..14e88b5a5 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -2547,7 +2547,7 @@ sectdone: sectortype* mouthSect; WheresMyMouth(nPlayer, &pos, &mouthSect); - BuildAnim(nullptr, 71, 0, pos.x, pos.y, pPlayerSprite->z + 3840, mouthSect, 75, 128); + BuildAnim(nullptr, 71, 0, pos.X, pos.y, pPlayerSprite->z + 3840, mouthSect, 75, 128); } break; case 17: diff --git a/source/games/exhumed/src/snake.cpp b/source/games/exhumed/src/snake.cpp index d8e1464ff..78e826737 100644 --- a/source/games/exhumed/src/snake.cpp +++ b/source/games/exhumed/src/snake.cpp @@ -145,7 +145,7 @@ void BuildSnake(int nPlayer, int zVal) hitscan({ x, y, z }, pPlayerSprite->sector(), { bcos(nAngle), bsin(nAngle), 0 }, hit, CLIPMASK1); uint32_t yDiff = abs(hit.hitpos.y - y); - uint32_t xDiff = abs(hit.hitpos.x - x); + uint32_t xDiff = abs(hit.hitpos.X - x); uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff; @@ -159,10 +159,10 @@ void BuildSnake(int nPlayer, int zVal) if (nSqrt < bsin(512, -4)) { - BackUpBullet(&hit.hitpos.x, &hit.hitpos.y, nAngle); + BackUpBullet(&hit.hitpos.X, &hit.hitpos.y, nAngle); auto pActor = insertActor(hit.hitSector, 202); auto pSprite = &pActor->s(); - pSprite->x = hit.hitpos.x; + pSprite->x = hit.hitpos.X; pSprite->y = hit.hitpos.y; pSprite->z = hit.hitpos.z; diff --git a/source/games/sw/src/ai.cpp b/source/games/sw/src/ai.cpp index f2d1873e7..c022b995b 100644 --- a/source/games/sw/src/ai.cpp +++ b/source/games/sw/src/ai.cpp @@ -472,7 +472,7 @@ int DoActorOperate(DSWActor* actor) neartag({ sp->x, sp->y, z[i] }, sp->sector(), sp->ang, near, 1024, NTAG_SEARCH_LO_HI); } - if (near.hitSector != nullptr && near.hitpos.x < 1024) + if (near.hitSector != nullptr && near.hitpos.X < 1024) { if (OperateSector(near.hitSector, false)) { diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index 7d662797c..8cda17fca 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -997,7 +997,7 @@ void CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, binangle *nang, sp->cstat = bakcstat; // Restore cstat - hx = hit.hitpos.x - (*nx); + hx = hit.hitpos.X - (*nx); hy = hit.hitpos.y - (*ny); // If something is in the way, make pp->circle_camera_dist lower if necessary diff --git a/source/games/sw/src/mclip.cpp b/source/games/sw/src/mclip.cpp index b222f22d3..a653890eb 100644 --- a/source/games/sw/src/mclip.cpp +++ b/source/games/sw/src/mclip.cpp @@ -72,15 +72,15 @@ Collision MultiClipMove(PLAYERp pp, int z, int floor_dist) min_dist = 0; min_ndx = i; // ox is where it should be - opos[i].x = pos[i].x = pp->posx + MulScale(sop->clipbox_vdist[i], bcos(ang), 14); + opos[i].X = pos[i].X = pp->posx + MulScale(sop->clipbox_vdist[i], bcos(ang), 14); opos[i].y = pos[i].y = pp->posy + MulScale(sop->clipbox_vdist[i], bsin(ang), 14); // spos.x is where it hit - pos[i].x = spos.x; + pos[i].X = spos.X; pos[i].y = spos.y; // see the dist moved - dist = ksqrt(SQ(pos[i].x - opos[i].x) + SQ(pos[i].y - opos[i].y)); + dist = ksqrt(SQ(pos[i].X - opos[i].X) + SQ(pos[i].y - opos[i].y)); // save it off if (dist < min_dist) @@ -100,7 +100,7 @@ Collision MultiClipMove(PLAYERp pp, int z, int floor_dist) clipmove(pos[i], &pp->cursector, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll); // save the dist moved - dist = ksqrt(SQ(pos[i].x - opos[i].x) + SQ(pos[i].y - opos[i].y)); + dist = ksqrt(SQ(pos[i].X - opos[i].X) + SQ(pos[i].y - opos[i].y)); if (dist < min_dist) { @@ -112,7 +112,7 @@ Collision MultiClipMove(PLAYERp pp, int z, int floor_dist) } // put posx and y off from offset - pp->posx += pos[min_ndx].x - opos[min_ndx].x; + pp->posx += pos[min_ndx].X - opos[min_ndx].X; pp->posy += pos[min_ndx].y - opos[min_ndx].y; return min_ret; diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index eabe97bf4..6a1161cf9 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1280,7 +1280,7 @@ void DoPlayerTeleportPause(PLAYERp pp) void DoPlayerTeleportToSprite(PLAYERp pp, vec3_t* sp, int ang) { pp->angle.ang = pp->angle.oang = buildang(ang); - pp->posx = pp->oposx = pp->oldposx = sp->x; + pp->posx = pp->oposx = pp->oldposx = sp->X; pp->posy = pp->oposy = pp->oldposy = sp->y; //getzsofslopeptr(sp->sector(), pp->posx, pp->posy, &cz, &fz); @@ -2677,7 +2677,7 @@ void DoPlayerMoveVehicle(PLAYERp pp) { MOVEx(256, pp->angle.ang.asbuild()), MOVEy(256, pp->angle.ang.asbuild()), 0 }, hit, CLIPMASK_PLAYER); - if (FindDistance2D(hit.hitpos.x - hit_pos.x, hit.hitpos.y - hit_pos.y) < 800) + if (FindDistance2D(hit.hitpos.X - hit_pos.X, hit.hitpos.y - hit_pos.y) < 800) { if (hit.hitWall) u->coll.setWall(wallnum(hit.hitWall)); @@ -3437,7 +3437,7 @@ int DoPlayerWadeSuperJump(PLAYERp pp) if (hit.hitSector != nullptr && labs(hit.hitSector->floorz - pp->posz) < Z(50)) { - if (Distance(pp->posx, pp->posy, hit.hitpos.x, hit.hitpos.y) < ((((int)pp->Actor()->spr.clipdist)<<2) + 256)) + if (Distance(pp->posx, pp->posy, hit.hitpos.X, hit.hitpos.y) < ((((int)pp->Actor()->spr.clipdist)<<2) + 256)) return true; } } @@ -3745,7 +3745,7 @@ bool PlayerOnLadder(PLAYERp pp) { neartag(pp->pos, pp->cursector, NORM_ANGLE(pp->angle.ang.asbuild() + angles[i]), near, 600, NTAG_SEARCH_LO_HI); - if (near.hitWall == nullptr || near.hitpos.x < 100 || near.hitWall->lotag != TAG_WALL_CLIMB) + if (near.hitWall == nullptr || near.hitpos.X < 100 || near.hitWall->lotag != TAG_WALL_CLIMB) return false; FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursector, @@ -3754,7 +3754,7 @@ bool PlayerOnLadder(PLAYERp pp) 0, hit, CLIPMASK_MISSILE); - dist = DIST(pp->posx, pp->posy, hit.hitpos.x, hit.hitpos.y); + dist = DIST(pp->posx, pp->posy, hit.hitpos.X, hit.hitpos.y); if (hit.actor() != nullptr) { diff --git a/source/games/sw/src/ripper.cpp b/source/games/sw/src/ripper.cpp index 83cc49355..59baa288d 100644 --- a/source/games/sw/src/ripper.cpp +++ b/source/games/sw/src/ripper.cpp @@ -953,7 +953,7 @@ int InitRipperHang(DSWActor* actor) if (hit.hitSector == nullptr) continue; - dist = Distance(sp->x, sp->y, hit.hitpos.x, hit.hitpos.y); + dist = Distance(sp->x, sp->y, hit.hitpos.X, hit.hitpos.y); if (hit.hitWall == nullptr || dist < 2000 || dist > 7000) { diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index ebaee19f7..8060973ae 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -956,7 +956,7 @@ int InitRipper2Hang(DSWActor* actor) if (hit.hitSector == nullptr) continue; - dist = Distance(sp->x, sp->y, hit.hitpos.x, hit.hitpos.y); + dist = Distance(sp->x, sp->y, hit.hitpos.X, hit.hitpos.y); if (hit.hitWall == nullptr || dist < 2000 || dist > 7000) { diff --git a/source/games/sw/src/rooms.cpp b/source/games/sw/src/rooms.cpp index ee4643789..2dbcbcb9e 100644 --- a/source/games/sw/src/rooms.cpp +++ b/source/games/sw/src/rooms.cpp @@ -157,12 +157,12 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect, if (TEST(hit.hitWall->cstat, CSTAT_WALL_WARP_HITSCAN)) { // back it up a bit to get a correct warp location - hit.hitpos.x -= xvect>>9; + hit.hitpos.X -= xvect>>9; hit.hitpos.y -= yvect>>9; // warp to new x,y,z, sectnum sectortype* newsect = nullptr; - if (Warp(&hit.hitpos.x, &hit.hitpos.y, &hit.hitpos.z, &newsect)) + if (Warp(&hit.hitpos.X, &hit.hitpos.y, &hit.hitpos.z, &newsect)) { // hitscan needs to pass through dest sect ResetWallWarpHitscan(newsect); @@ -192,7 +192,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect, { // hit the floor of a sector that is a warping sector sectortype* newsect = nullptr; - if (Warp(&hit.hitpos.x, &hit.hitpos.y, &hit.hitpos.z, &newsect)) + if (Warp(&hit.hitpos.X, &hit.hitpos.y, &hit.hitpos.z, &newsect)) { auto pos = hit.hitpos; hitscan(pos, newsect, { xvect, yvect, zvect }, hit, clipmask); @@ -202,7 +202,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect, else { sectortype* newsect = nullptr; - if (WarpPlane(&hit.hitpos.x, &hit.hitpos.y, &hit.hitpos.z, &newsect)) + if (WarpPlane(&hit.hitpos.X, &hit.hitpos.y, &hit.hitpos.z, &newsect)) { auto pos = hit.hitpos; hitscan(pos, newsect, { xvect, yvect, zvect }, hit, clipmask); @@ -211,12 +211,12 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect, } } - getzsofslopeptr(hit.hitSector, hit.hitpos.x, hit.hitpos.y, &hiz, &loz); + getzsofslopeptr(hit.hitSector, hit.hitpos.X, hit.hitpos.y, &hiz, &loz); if (abs(hit.hitpos.z - loz) < Z(4)) { if (FAF_ConnectFloor(hit.hitSector) && !TEST(hit.hitSector->floorstat, CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) { - updatesectorz(hit.hitpos.x, hit.hitpos.y, hit.hitpos.z + Z(12), &newsector); + updatesectorz(hit.hitpos.X, hit.hitpos.y, hit.hitpos.z + Z(12), &newsector); plax_found = true; } } @@ -224,7 +224,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect, { if (FAF_ConnectCeiling(hit.hitSector) && !TEST(hit.hitSector->floorstat, CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) { - updatesectorz(hit.hitpos.x, hit.hitpos.y, hit.hitpos.z - Z(12), &newsector); + updatesectorz(hit.hitpos.X, hit.hitpos.y, hit.hitpos.z - Z(12), &newsector); plax_found = true; } } @@ -287,12 +287,12 @@ bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, sectortype* sects, // make sure it hit JUST a sector before doing a check if (hit.hitWall == nullptr && hit.actor() == nullptr) { - getzsofslopeptr(hit.hitSector, hit.hitpos.x, hit.hitpos.y, &hiz, &loz); + getzsofslopeptr(hit.hitSector, hit.hitpos.X, hit.hitpos.y, &hiz, &loz); if (labs(hit.hitpos.z - loz) < Z(4)) { if (FAF_ConnectFloor(hit.hitSector)) { - updatesectorz(hit.hitpos.x, hit.hitpos.y, hit.hitpos.z + Z(12), &newsect); + updatesectorz(hit.hitpos.X, hit.hitpos.y, hit.hitpos.z + Z(12), &newsect); plax_found = true; } } @@ -300,7 +300,7 @@ bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, sectortype* sects, { if (FAF_ConnectCeiling(hit.hitSector)) { - updatesectorz(hit.hitpos.x, hit.hitpos.y, hit.hitpos.z - Z(12), &newsect); + updatesectorz(hit.hitpos.X, hit.hitpos.y, hit.hitpos.z - Z(12), &newsect); plax_found = true; } } @@ -311,7 +311,7 @@ bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, sectortype* sects, } if (plax_found) - return !!cansee(hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, newsect, xe, ye, ze, secte); + return !!cansee(hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, newsect, xe, ye, ze, secte); return false; } @@ -498,7 +498,7 @@ void FAFgetzrange(vec3_t pos, sectortype* sect, int32_t* hiz, Collision* ceilhit if (ceilhit->type == kHitSprite) return; - updatesectorz(pos.x, pos.y, newz, &uppersect); + updatesectorz(pos.X, pos.y, newz, &uppersect); if (uppersect == nullptr) return; vec3_t npos = pos; @@ -513,7 +513,7 @@ void FAFgetzrange(vec3_t pos, sectortype* sect, int32_t* hiz, Collision* ceilhit if (florhit->type == kHitSprite) return; - updatesectorz(pos.x, pos.y, newz, &lowersect); + updatesectorz(pos.X, pos.y, newz, &lowersect); if (lowersect == nullptr) return; // _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d", x, y, newz); vec3_t npos = pos; @@ -1043,7 +1043,7 @@ void CollectPortals() auto pt2 = findother(pt.othersector); if (pt2) { - int pnum = portalAdd(PORTAL_SECTOR_FLOOR, -1, pt.offset.x, pt.offset.y, 0); + int pnum = portalAdd(PORTAL_SECTOR_FLOOR, -1, pt.offset.X, pt.offset.y, 0); allPortals[pnum].targets = pt2->sectors; // do not move! We still need the original. for (auto sec : pt.sectors) { @@ -1069,7 +1069,7 @@ void CollectPortals() auto pt2 = findother(pt.othersector); if (pt2) { - int pnum = portalAdd(PORTAL_SECTOR_CEILING, -1, pt.offset.x, pt.offset.y, 0); + int pnum = portalAdd(PORTAL_SECTOR_CEILING, -1, pt.offset.X, pt.offset.y, 0); allPortals[pnum].targets = std::move(pt2->sectors); for (auto sec : pt.sectors) { diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index c4b56a0ce..b91e3c2e0 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -2063,7 +2063,7 @@ bool NearThings(PLAYERp pp) if (hit.hitSector == nullptr) return false; - if (Distance(hit.hitpos.x, hit.hitpos.y, pp->posx, pp->posy) > 1500) + if (Distance(hit.hitpos.X, hit.hitpos.y, pp->posx, pp->posy) > 1500) return false; // hit a sprite? @@ -2113,7 +2113,7 @@ void NearTagList(NEAR_TAG_INFOp ntip, PLAYERp pp, int z, int dist, int type, int save_lotag = ntsec->lotag; save_hitag = ntsec->hitag; - ntip->dist = near.hitpos.x; + ntip->dist = near.hitpos.X; ntip->sectp = ntsec; ntip->wallp = nullptr; ntip->actor = nullptr; @@ -2140,7 +2140,7 @@ void NearTagList(NEAR_TAG_INFOp ntip, PLAYERp pp, int z, int dist, int type, int save_lotag = ntwall->lotag; save_hitag = ntwall->hitag; - ntip->dist = near.hitpos.x; + ntip->dist = near.hitpos.X; ntip->sectp = nullptr; ntip->wallp = ntwall; ntip->actor = nullptr; @@ -2168,7 +2168,7 @@ void NearTagList(NEAR_TAG_INFOp ntip, PLAYERp pp, int z, int dist, int type, int save_lotag = sp->lotag; save_hitag = sp->hitag; - ntip->dist = near.hitpos.x; + ntip->dist = near.hitpos.X; ntip->sectp = nullptr; ntip->wallp = nullptr; ntip->actor = actor; diff --git a/source/games/sw/src/sounds.cpp b/source/games/sw/src/sounds.cpp index 48427873c..d5dc63352 100644 --- a/source/games/sw/src/sounds.cpp +++ b/source/games/sw/src/sounds.cpp @@ -377,12 +377,12 @@ static void UpdateAmbients() for (auto& amb : ambients) { auto sp = amb->sp; - auto sdist = SoundDist(sp->pos.x, sp->pos.y, sp->pos.z, voc[amb->vocIndex].voc_distance); + auto sdist = SoundDist(sp->pos.X, sp->pos.y, sp->pos.z, voc[amb->vocIndex].voc_distance); if (sdist < 255 && amb->vocIndex == DIGI_WHIPME) { PLAYERp pp = Player + screenpeek; - if (!FAFcansee(sp->pos.x, sp->pos.y, sp->pos.z, sp->sector(), pp->posx, pp->posy, pp->posz, pp->cursector)) + if (!FAFcansee(sp->pos.X, sp->pos.y, sp->pos.z, sp->sector(), pp->posx, pp->posy, pp->posz, pp->cursector)) { sdist = 255; } @@ -560,7 +560,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], // Can the ambient sound see the player? If not, tone it down some. if ((chanflags & CHANF_LOOP)) { - if (!FAFcansee(vpos->x, vpos->y, vpos->z, sp->sector(), pp->posx, pp->posy, pp->posz, pp->cursector)) + if (!FAFcansee(vpos->X, vpos->y, vpos->z, sp->sector(), pp->posx, pp->posy, pp->posz, pp->cursector)) { auto distvec = npos - campos; npos = campos + distvec * 1.75f; // Play more quietly @@ -573,7 +573,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], { // For unpanned sounds the volume must be set directly and the position taken from the listener. *pos = campos; - auto sdist = SoundDist(vpos->x, vpos->y, vpos->z, voc[chanSound].voc_distance); + auto sdist = SoundDist(vpos->X, vpos->y, vpos->z, voc[chanSound].voc_distance); if (chan) SetVolume(chan, (255 - sdist) * (1 / 255.f)); } diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 744ad7e10..93a19e0a3 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -2819,7 +2819,7 @@ void DoTornadoObject(SECTOR_OBJECTp sop) auto cursect = sop->op_main_sector; // for sop->vel floor_dist = (abs(cursect->ceilingz - cursect->floorz)) >> 2; - pos.x = sop->xmid; + pos.X = sop->xmid; pos.y = sop->ymid; pos.z = floor_dist; @@ -2833,7 +2833,7 @@ void DoTornadoObject(SECTOR_OBJECTp sop) } TornadoSpin(sop); - RefreshPoints(sop, pos.x - sop->xmid, pos.y - sop->ymid, true); + RefreshPoints(sop, pos.X - sop->xmid, pos.y - sop->ymid, true); } void DoAutoTurretObject(SECTOR_OBJECTp sop) @@ -3235,7 +3235,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor) { neartag({ sp->x, sp->y, z[i] }, sp->sector(), sp->ang, near, 1024, NTAG_SEARCH_LO_HI); - if (near.actor() != nullptr && near.hitpos.x < 1024) + if (near.actor() != nullptr && near.hitpos.X < 1024) { if (OperateSprite(near.actor(), false)) { @@ -3249,7 +3249,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor) } } - if (near.hitSector != nullptr && near.hitpos.x < 1024) + if (near.hitSector != nullptr && near.hitpos.X < 1024) { if (OperateSector(near.hitSector, false)) { diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 2c08abf3c..97e90a55d 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -9671,7 +9671,7 @@ int DoRocket(DSWActor* actor) auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, sp->sector(), - pos.x, pos.y, pos.z, sp->ang, 100); + pos.X, pos.y, pos.z, sp->ang, 100); np = &actorNew->s(); nu = actorNew->u(); @@ -12540,7 +12540,7 @@ int InitSwordAttack(PLAYERp pp) if (hit.hitSector == nullptr) return 0; - if (FindDistance3D(pp->posx - hit.hitpos.x, pp->posy - hit.hitpos.y, pp->posz - hit.hitpos.z) < 700) + if (FindDistance3D(pp->posx - hit.hitpos.X, pp->posy - hit.hitpos.y, pp->posz - hit.hitpos.z) < 700) { if (hit.actor() != nullptr) @@ -12555,7 +12555,7 @@ int InitSwordAttack(PLAYERp pp) switch (tu->ID) { case ZILLA_RUN_R0: - SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang); + SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang); PlaySound(DIGI_SWORDCLANK, &hit.hitpos, v3df_none); break; case TRASHCAN: @@ -12564,7 +12564,7 @@ int InitSwordAttack(PLAYERp pp) tu->WaitTics = SEC(2); ChangeState(hitActor, s_TrashCanPain); } - SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang); + SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang); PlaySound(DIGI_SWORDCLANK, &hit.hitpos, v3df_none); PlaySound(DIGI_TRASHLID, hitActor, v3df_none); break; @@ -12573,7 +12573,7 @@ int InitSwordAttack(PLAYERp pp) case PACHINKO3: case PACHINKO4: case 623: - SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang); + SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang); PlaySound(DIGI_SWORDCLANK, &hit.hitpos, v3df_none); break; } @@ -12613,12 +12613,12 @@ int InitSwordAttack(PLAYERp pp) if (hit.hitWall->lotag == TAG_WALL_BREAK) { - HitBreakWall(hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang, u->ID); + HitBreakWall(hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang, u->ID); } // hit non breakable wall - do sound and puff else { - SpawnSwordSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang); + SpawnSwordSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang); PlaySound(DIGI_SWORDCLANK, &hit.hitpos, v3df_none); } } @@ -12730,7 +12730,7 @@ int InitFistAttack(PLAYERp pp) if (hit.hitSector == nullptr) return 0; - if (FindDistance3D(pp->posx - hit.hitpos.x, pp->posy - hit.hitpos.y, pp->posz - hit.hitpos.z) < 700) + if (FindDistance3D(pp->posx - hit.hitpos.X, pp->posy - hit.hitpos.y, pp->posz - hit.hitpos.z) < 700) { if (hit.actor() != nullptr) @@ -12745,7 +12745,7 @@ int InitFistAttack(PLAYERp pp) switch (tu->ID) { case ZILLA_RUN_R0: - SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang); + SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang); PlaySound(DIGI_ARMORHIT, &hit.hitpos, v3df_none); break; case TRASHCAN: @@ -12754,7 +12754,7 @@ int InitFistAttack(PLAYERp pp) tu->WaitTics = SEC(2); ChangeState(hitActor, s_TrashCanPain); } - SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang); + SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang); PlaySound(DIGI_ARMORHIT, &hit.hitpos, v3df_none); PlaySound(DIGI_TRASHLID, hitActor, v3df_none); break; @@ -12763,7 +12763,7 @@ int InitFistAttack(PLAYERp pp) case PACHINKO3: case PACHINKO4: case 623: - SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang); + SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang); PlaySound(DIGI_ARMORHIT, &hit.hitpos, v3df_none); break; } @@ -12791,7 +12791,7 @@ int InitFistAttack(PLAYERp pp) case 5062: case 5063: case 4947: - SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang); + SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang); PlaySound(DIGI_ARMORHIT, &hit.hitpos, v3df_none); if (RandomRange(1000) > 700) PlayerUpdateHealth(pp,1); // Give some health @@ -12816,12 +12816,12 @@ int InitFistAttack(PLAYERp pp) if (hit.hitWall->lotag == TAG_WALL_BREAK) { - HitBreakWall(hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang, u->ID); + HitBreakWall(hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang, u->ID); } // hit non breakable wall - do sound and puff else { - SpawnSwordSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang); + SpawnSwordSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang); PlaySound(DIGI_ARMORHIT, &hit.hitpos, v3df_none); if (PlayerTakeDamage(pp, nullptr)) { @@ -13528,11 +13528,11 @@ int ContinueHitscan(PLAYERp pp, sectortype* sect, int x, int y, int z, short ang if (hit.hitWall->lotag == TAG_WALL_BREAK) { - HitBreakWall(hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, ang, u->ID); + HitBreakWall(hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, ang, u->ID); return 0; } - QueueHole(hit.hitSector, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z); + QueueHole(hit.hitSector, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z); } // hit a sprite? @@ -13552,7 +13552,7 @@ int ContinueHitscan(PLAYERp pp, sectortype* sect, int x, int y, int z, short ang return 0; } - if (BulletHitSprite(pp->Actor(), hit.actor(), hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, 0)) + if (BulletHitSprite(pp->Actor(), hit.actor(), hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, 0)) return 0; // hit a switch? @@ -13562,7 +13562,7 @@ int ContinueHitscan(PLAYERp pp, sectortype* sect, int x, int y, int z, short ang } } - auto j = SpawnShotgunSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, ang); + auto j = SpawnShotgunSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, ang); DoHitscanDamage(j, hit.actor()); return 0; @@ -13646,8 +13646,8 @@ int InitShotgun(PLAYERp pp) if (SectorIsUnderwaterArea(hit.hitSector)) { - WarpToSurface(&hit.hitSector, &hit.hitpos.x, &hit.hitpos.y, &hit.hitpos.z); - ContinueHitscan(pp, hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, ndaang, xvect, yvect, zvect); + WarpToSurface(&hit.hitSector, &hit.hitpos.X, &hit.hitpos.y, &hit.hitpos.z); + ContinueHitscan(pp, hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, ndaang, xvect, yvect, zvect); continue; } } @@ -13655,12 +13655,12 @@ int InitShotgun(PLAYERp pp) { if (TEST(hit.hitSector->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE) { - SpawnSplashXY(hit.hitpos.x,hit.hitpos.y,hit.hitpos.z,hit.hitSector); + SpawnSplashXY(hit.hitpos.X,hit.hitpos.y,hit.hitpos.z,hit.hitSector); if (SectorIsDiveArea(hit.hitSector)) { - WarpToUnderwater(&hit.hitSector, &hit.hitpos.x, &hit.hitpos.y, &hit.hitpos.z); - ContinueHitscan(pp, hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, ndaang, xvect, yvect, zvect); + WarpToUnderwater(&hit.hitSector, &hit.hitpos.X, &hit.hitpos.y, &hit.hitpos.z); + ContinueHitscan(pp, hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, ndaang, xvect, yvect, zvect); } continue; @@ -13683,11 +13683,11 @@ int InitShotgun(PLAYERp pp) if (hit.hitWall->lotag == TAG_WALL_BREAK) { - HitBreakWall(hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, ndaang, u->ID); + HitBreakWall(hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, ndaang, u->ID); continue; } - QueueHole(hit.hitSector, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z); + QueueHole(hit.hitSector, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z); } // hit a sprite? @@ -13721,7 +13721,7 @@ int InitShotgun(PLAYERp pp) continue; } - if (BulletHitSprite(pp->Actor(), hitActor, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, SHOTGUN_SMOKE)) + if (BulletHitSprite(pp->Actor(), hitActor, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, SHOTGUN_SMOKE)) continue; // hit a switch? @@ -13731,7 +13731,7 @@ int InitShotgun(PLAYERp pp) } } - auto j = SpawnShotgunSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, ndaang); + auto j = SpawnShotgunSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, ndaang); DoHitscanDamage(j, hit.actor()); } @@ -16209,8 +16209,8 @@ int InitUzi(PLAYERp pp) if (SectorIsUnderwaterArea(hit.hitSector)) { - WarpToSurface(&hit.hitSector, &hit.hitpos.x, &hit.hitpos.y, &hit.hitpos.z); - ContinueHitscan(pp, hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang, xvect, yvect, zvect); + WarpToSurface(&hit.hitSector, &hit.hitpos.X, &hit.hitpos.y, &hit.hitpos.z); + ContinueHitscan(pp, hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang, xvect, yvect, zvect); return 0; } } @@ -16218,12 +16218,12 @@ int InitUzi(PLAYERp pp) { if (TEST(hit.hitSector->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE) { - SpawnSplashXY(hit.hitpos.x,hit.hitpos.y,hit.hitpos.z,hit.hitSector); + SpawnSplashXY(hit.hitpos.X,hit.hitpos.y,hit.hitpos.z,hit.hitSector); if (SectorIsDiveArea(hit.hitSector)) { - WarpToUnderwater(&hit.hitSector, &hit.hitpos.x, &hit.hitpos.y, &hit.hitpos.z); - ContinueHitscan(pp, hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang, xvect, yvect, zvect); + WarpToUnderwater(&hit.hitSector, &hit.hitpos.X, &hit.hitpos.y, &hit.hitpos.z); + ContinueHitscan(pp, hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang, xvect, yvect, zvect); return 0; } @@ -16248,11 +16248,11 @@ int InitUzi(PLAYERp pp) if (hit.hitWall->lotag == TAG_WALL_BREAK) { - HitBreakWall(hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang, u->ID); + HitBreakWall(hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang, u->ID); return 0; } - QueueHole(hit.hitSector, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z); + QueueHole(hit.hitSector, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z); } // hit a sprite? @@ -16286,7 +16286,7 @@ int InitUzi(PLAYERp pp) return 0; } - if (BulletHitSprite(pp->Actor(), hitActor, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, 0)) + if (BulletHitSprite(pp->Actor(), hitActor, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, 0)) return 0; // hit a switch? @@ -16297,7 +16297,7 @@ int InitUzi(PLAYERp pp) } - auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang, 0); + auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang, 0); wp = &actorNew->s(); wp->shade = -40; wp->xrepeat = UZI_SMOKE_REPEAT; @@ -16309,7 +16309,7 @@ int InitUzi(PLAYERp pp) HitscanSpriteAdjust(actorNew, hit.hitWall); DoHitscanDamage(actorNew, hit.actor()); - actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang, 0); + actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang, 0); wp = &actorNew->s(); wu = actorNew->u(); wp->shade = -40; @@ -16754,7 +16754,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYERp pp) { if (TEST(hit.hitSector->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE) { - SpawnSplashXY(hit.hitpos.x,hit.hitpos.y,hit.hitpos.z,hit.hitSector); + SpawnSplashXY(hit.hitpos.X,hit.hitpos.y,hit.hitpos.z,hit.hitSector); return 0; } } @@ -16769,7 +16769,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYERp pp) if (hsp->lotag == TAG_SPRITE_HIT_MATCH) { // spawn sparks here and pass the sprite as SO_MISSILE - spark = SpawnBoatSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang); + spark = SpawnBoatSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang); SET(spark->u()->Flags2, SPR2_SO_MISSILE); if (MissileHitMatch(spark, -1, hit.actor())) return 0; @@ -16782,7 +16782,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYERp pp) return 0; } - if (BulletHitSprite(pp->Actor(), hit.actor(), hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, 0)) + if (BulletHitSprite(pp->Actor(), hit.actor(), hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, 0)) return 0; // hit a switch? @@ -16792,7 +16792,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYERp pp) } } - spark = SpawnBoatSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang); + spark = SpawnBoatSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang); DoHitscanDamage(spark, hit.actor()); return 0; @@ -17161,7 +17161,7 @@ int InitTurretMgun(SECTOR_OBJECTp sop) { if (TEST(hit.hitSector->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE) { - SpawnSplashXY(hit.hitpos.x,hit.hitpos.y,hit.hitpos.z,hit.hitSector); + SpawnSplashXY(hit.hitpos.X,hit.hitpos.y,hit.hitpos.z,hit.hitSector); continue; } } @@ -17183,11 +17183,11 @@ int InitTurretMgun(SECTOR_OBJECTp sop) if (hit.hitWall->lotag == TAG_WALL_BREAK) { - HitBreakWall(hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang, 0); + HitBreakWall(hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang, 0); continue; } - QueueHole(hit.hitSector, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z); + QueueHole(hit.hitSector, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z); } // hit a sprite? @@ -17207,7 +17207,7 @@ int InitTurretMgun(SECTOR_OBJECTp sop) continue; } - if (BulletHitSprite(actor, hit.actor(), hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, 0)) + if (BulletHitSprite(actor, hit.actor(), hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, 0)) continue; // hit a switch? @@ -17218,7 +17218,7 @@ int InitTurretMgun(SECTOR_OBJECTp sop) } - auto j = SpawnTurretSparks(hit.hitSector, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang); + auto j = SpawnTurretSparks(hit.hitSector, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang); DoHitscanDamage(j, hit.actor()); } } @@ -17319,20 +17319,20 @@ int InitEnemyUzi(DSWActor* actor) if (hit.hitWall->lotag == TAG_WALL_BREAK) { - HitBreakWall(hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang, u->ID); + HitBreakWall(hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang, u->ID); return 0; } - QueueHole(hit.hitSector, hit.hitWall, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z); + QueueHole(hit.hitSector, hit.hitWall, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z); } if (hit.actor() != nullptr) { - if (BulletHitSprite(actor, hit.actor(), hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, 0)) + if (BulletHitSprite(actor, hit.actor(), hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, 0)) return 0; } - auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE+2, s_UziSmoke, hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang, 0); + auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE+2, s_UziSmoke, hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang, 0); wu = actorNew->u(); wp = &actorNew->s(); wp->shade = -40; @@ -17349,7 +17349,7 @@ int InitEnemyUzi(DSWActor* actor) wp->clipdist = 32L >> 2; - actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang, 0); + actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang, 0); wp = &actorNew->s(); wp->shade = -40; wp->xrepeat = UZI_SMOKE_REPEAT; @@ -17361,7 +17361,7 @@ int InitEnemyUzi(DSWActor* actor) HitscanSpriteAdjust(actorNew, hit.hitWall); DoHitscanDamage(actorNew, hit.actor()); - actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, daang, 0); + actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, daang, 0); wu = actorNew->u(); wp = &actorNew->s(); wp->shade = -40; @@ -18895,7 +18895,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, short ang) return nullptr; const int WALLBLOOD_DIST_MAX = 2500; - if (Distance(hit.hitpos.x, hit.hitpos.y, hsp->x, hsp->y) > WALLBLOOD_DIST_MAX) + if (Distance(hit.hitpos.X, hit.hitpos.y, hsp->x, hsp->y) > WALLBLOOD_DIST_MAX) return nullptr; // hit a sprite? @@ -18919,22 +18919,22 @@ DSWActor* QueueWallBlood(DSWActor* actor, short ang) if (rndnum > 768) { WallBloodQueue[WallBloodQueueHead] = spawnedActor = - SpawnActor(STAT_WALLBLOOD_QUEUE, WALLBLOOD1, s_WallBlood1, hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, ang, 0); + SpawnActor(STAT_WALLBLOOD_QUEUE, WALLBLOOD1, s_WallBlood1, hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, ang, 0); } else if (rndnum > 512) { WallBloodQueue[WallBloodQueueHead] = spawnedActor = - SpawnActor(STAT_WALLBLOOD_QUEUE, WALLBLOOD2, s_WallBlood2, hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, ang, 0); + SpawnActor(STAT_WALLBLOOD_QUEUE, WALLBLOOD2, s_WallBlood2, hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, ang, 0); } else if (rndnum > 128) { WallBloodQueue[WallBloodQueueHead] = spawnedActor = - SpawnActor(STAT_WALLBLOOD_QUEUE, WALLBLOOD3, s_WallBlood3, hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, ang, 0); + SpawnActor(STAT_WALLBLOOD_QUEUE, WALLBLOOD3, s_WallBlood3, hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, ang, 0); } else { WallBloodQueue[WallBloodQueueHead] = spawnedActor = - SpawnActor(STAT_WALLBLOOD_QUEUE, WALLBLOOD4, s_WallBlood4, hit.hitSector, hit.hitpos.x, hit.hitpos.y, hit.hitpos.z, ang, 0); + SpawnActor(STAT_WALLBLOOD_QUEUE, WALLBLOOD4, s_WallBlood4, hit.hitSector, hit.hitpos.X, hit.hitpos.y, hit.hitpos.z, ang, 0); } WallBloodQueueHead = (WallBloodQueueHead+1) & (MAX_WALLBLOOD_QUEUE-1); @@ -18948,7 +18948,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, short ang) sp->extra = 0; sp->clipdist = 0; sp->xoffset = sp->yoffset = 0; - sp->x = hit.hitpos.x; + sp->x = hit.hitpos.X; sp->y = hit.hitpos.y; sp->z = hit.hitpos.z; sp->shade -= 5; // Brighten it up just a bit