From c6af5ff9e1ba6d14d394d0c3e10e27a6796a9d10 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 20 Aug 2022 13:47:51 +0200 Subject: [PATCH] - removed all quickly doable ppos wrapper calls. --- source/games/sw/src/player.cpp | 20 ++++++++++---------- source/games/sw/src/player.h | 1 + 2 files changed, 11 insertions(+), 10 deletions(-) diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 1f38e9022..837641883 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -3441,7 +3441,7 @@ void DoPlayerCrawl(PLAYER* pp) if (FAF_ConnectArea(pp->cursector)) { // adjust the z - pp->set_int_ppos_Z(pp->cursector->int_ceilingz() + Z(12)); + pp->pos.Z = pp->cursector->ceilingz + 12; } DoPlayerBeginDiveNoWarp(pp); @@ -3766,7 +3766,7 @@ int PlayerCanDive(PLAYER* pp) { if (PlayerInDiveArea(pp)) { - pp->add_int_ppos_Z(Z(20)); + pp->pos.Z += 20; pp->z_speed = Z(20); pp->jump_speed = 0; @@ -4888,8 +4888,8 @@ void DoPlayerBeginOperate(PLAYER* pp) sop->controller = pp->actor; pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang); - pp->set_int_ppos_XY(sop->int_pmid().XY()); - updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector); + pp->pos.XY() = sop->pmid.XY(); + updatesector(pp->pos, &pp->cursector); getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz); pp->set_int_ppos_Z(fz - PLAYER_HEIGHT); @@ -4972,8 +4972,8 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop) auto save_sect = pp->cursector; pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang); - pp->set_int_ppos_XY(sop->int_pmid().XY()); - updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector); + pp->pos.XY() = sop->pmid.XY(); + updatesector(pp->pos, &pp->cursector); getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz); pp->set_int_ppos_Z(fz - PLAYER_HEIGHT); @@ -5060,8 +5060,8 @@ void PlayerRemoteReset(PLAYER* pp, sectortype* sect) pp->lastcursector = pp->cursector; auto rsp = pp->remoteActor; - pp->set_int_ppos_XY(rsp->int_pos().XY()); - pp->set_int_ppos_Z(sect->int_floorz() - PLAYER_HEIGHT); + pp->pos.XY() = rsp->spr.pos.XY(); + pp->pos.Z = sect->floorz - PLAYER_HEIGHTF; pp->vect.X = pp->vect.Y = pp->ovect.X = pp->ovect.Y = pp->slide_vect.X = pp->slide_vect.Y = 0; @@ -5883,7 +5883,7 @@ void DoPlayerDeathMoveHead(PLAYER* pp) } } - pp->set_int_ppos_XY(plActor->int_pos().XY()); + pp->pos.XY() = plActor->spr.pos.XY(); pp->setcursector(plActor->sector()); // try to stay in valid area - death sometimes throws you out of the map @@ -5959,7 +5959,7 @@ void DoPlayerDeathDrown(PLAYER* pp) if ((pp->Flags & PF_FALLING)) { - pp->add_int_ppos_Z(Z(2)); + pp->pos.Z += 2; if (MoveSkip2 == 0) actor->add_int_z(Z(4)); diff --git a/source/games/sw/src/player.h b/source/games/sw/src/player.h index 40d917b20..286b1812b 100644 --- a/source/games/sw/src/player.h +++ b/source/games/sw/src/player.h @@ -32,6 +32,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms // Player view height #define PLAYER_HEIGHT Z(58) +constexpr double PLAYER_HEIGHTF = 58; #define PLAYER_CRAWL_HEIGHT Z(36) #define PLAYER_SWIM_HEIGHT Z(26) #define PLAYER_DIVE_HEIGHT Z(26)