From cd4d3ee2d2e3db47f1429b5882fc9011058e1a58 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Mon, 5 Sep 2022 17:23:10 +0200 Subject: [PATCH] - a handful more calls cleaned up --- source/games/blood/src/player.cpp | 2 +- source/games/sw/src/player.cpp | 8 ++++---- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index 95475b356..11d7fecbf 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -1516,7 +1516,7 @@ void doslopetilting(PLAYER* pPlayer, double const scaleAdjust = 1) auto plActor = pPlayer->actor; int const florhit = pPlayer->actor->hit.florhit.type; bool const va = plActor->xspr.height < 16 && (florhit == kHitSector || florhit == 0) ? 1 : 0; - pPlayer->horizon.calcviewpitch(plActor->int_pos().vec2, plActor->spr.angle, va, plActor->sector()->floorstat & CSTAT_SECTOR_SLOPE, plActor->sector(), scaleAdjust); + pPlayer->horizon.calcviewpitch(plActor->spr.pos.XY(), plActor->spr.angle, va, plActor->sector()->floorstat & CSTAT_SECTOR_SLOPE, plActor->sector(), scaleAdjust); } //--------------------------------------------------------------------------- diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index ab5a19d56..ad0a641a8 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -3397,7 +3397,7 @@ void DoPlayerClimb(PLAYER* pp) if (FAF_ConnectArea(pp->cursector)) { - updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, &pp->cursector); + updatesectorz(pp->pos, &pp->cursector); LadderUpdate = true; } @@ -3413,7 +3413,7 @@ void DoPlayerClimb(PLAYER* pp) HitInfo near; // constantly look for new ladder sector because of warping at any time - neartag(pp->int_ppos(), pp->cursector, pp->angle.ang.Buildang(), near, 800, NTAG_SEARCH_LO_HI); + neartag(pp->pos, pp->cursector, pp->angle.ang, near, 800, NTAG_SEARCH_LO_HI); if (near.hitWall) { @@ -3461,7 +3461,7 @@ int DoPlayerWadeSuperJump(PLAYER* pp) { hit.hitSector = hit.hitWall->nextSector(); - if (hit.hitSector != nullptr && abs(hit.hitSector->int_floorz() - pp->int_ppos().Z) < Z(50)) + if (hit.hitSector != nullptr && abs(hit.hitSector->floorz - pp->pos.Z) < 50) { double dist = (pp->pos.XY() - hit.hitpos.XY()).Length(); double comp = ((((int)pp->actor->spr.clipdist)<<2) + 256) * inttoworld; @@ -3733,7 +3733,7 @@ bool PlayerOnLadder(PLAYER* pp) if (Prediction) return false; - neartag(pp->int_ppos(), pp->cursector, pp->angle.ang.Buildang(), near, 1024 + 768, NTAG_SEARCH_LO_HI); + neartag(pp->pos, pp->cursector, pp->angle.ang, near, 1024 + 768, NTAG_SEARCH_LO_HI); double dir = pp->vect.dot(pp->angle.ang.ToVector());