diff --git a/source/build/src/clip.cpp b/source/build/src/clip.cpp index cea6e817b..44b065172 100644 --- a/source/build/src/clip.cpp +++ b/source/build/src/clip.cpp @@ -139,7 +139,7 @@ static int32_t spriteGetZOfSlope(const spritetype* spr, int32_t dax, int32_t day if (heinum == 0) return spr->z; - int const j = DMulScale(bsin(spr->ang + 1024), day - spr->y, -bsin(spr->ang + 512), dax - spr->pos.X, 4); + int const j = DMulScale(bsin(spr->ang + 1024), day - spr->pos.Y, -bsin(spr->ang + 512), dax - spr->pos.X, 4); return spr->z + MulScale(heinum, j, 18); } @@ -739,7 +739,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, if (jj2 > (centery << 8) || jj2 < ((centery - rspany) << 8)) continue; int32_t x1 = spr->pos.X + MulScale(sinang, centerx, 16) + MulScale(jj, cosang, 24); - int32_t y1 = spr->y - MulScale(cosang, centerx, 16) + MulScale(jj, sinang, 24); + int32_t y1 = spr->pos.Y - MulScale(cosang, centerx, 16) + MulScale(jj, sinang, 24); int32_t x2 = x1 - MulScale(sinang, rspanx, 16); int32_t y2 = y1 + MulScale(cosang, rspanx, 16); @@ -1414,7 +1414,7 @@ int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& dire if ((cstat&dasprclipmask) == 0) continue; - x1 = spr->pos.X; y1 = spr->y; z1 = spr->z; + x1 = spr->pos.X; y1 = spr->pos.Y; z1 = spr->z; switch (cstat&CSTAT_SPRITE_ALIGNMENT_MASK) { case 0: @@ -1507,7 +1507,7 @@ 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->pos.X, 15); + int32_t i = ((spr->z - sv->Z) << 8) + DMulScale(dax, sv->Y - spr->pos.Y, -day, sv->X - spr->pos.X, 15); if ((i ^ j) < 0 || (abs(i) >> 1) >= abs(j)) continue; i = DivScale(i, j, 30); diff --git a/source/build/src/mdsprite.cpp b/source/build/src/mdsprite.cpp index ebf646b21..cb57dcab9 100644 --- a/source/build/src/mdsprite.cpp +++ b/source/build/src/mdsprite.cpp @@ -1090,7 +1090,7 @@ void md3_vox_calcmat_common(tspriteptr_t tspr, const FVector3 *a0, float f, floa auto& sext = tspr->ownerActor->sx(); k0 = ((float)(tspr->pos.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); + k1 = ((float)(tspr->pos.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); k2 = k0*(1-k4)+k1*k5; @@ -1205,7 +1205,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr) m0.Z *= f; m1.Z *= f; a0.Z *= f; // floor aligned - k1 = (float)tspr->y+sext->position_offset.Y; + k1 = (float)tspr->pos.Y+sext->position_offset.Y; if ((globalorientation & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR) { m0.Z = -m0.Z; m1.Z = -m1.Z; a0.Z = -a0.Z; diff --git a/source/build/src/polymost.cpp b/source/build/src/polymost.cpp index 9c51b7f7c..9d4829698 100644 --- a/source/build/src/polymost.cpp +++ b/source/build/src/polymost.cpp @@ -1880,7 +1880,7 @@ void polymost_scansector(int32_t sectnum) if ((spr->cstat & CSTAT_SPRITE_INVISIBLE) || spr->xrepeat == 0 || spr->yrepeat == 0) continue; - vec2_t const s = { spr->pos.X-globalposx, spr->y-globalposy }; + vec2_t const s = { spr->pos.X-globalposx, spr->pos.Y-globalposy }; if ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) || (hw_models && tile2model[spr->picnum].modelid>=0) || @@ -2580,7 +2580,7 @@ static inline int32_t polymost_findwall(tspritetype const * const tspr, vec2_t c if ((!wal.twoSided() || ((wal.nextSector()->ceilingz > (tspr->z - ((tsiz->Y * tspr->yrepeat) << 2))) || wal.nextSector()->floorz < tspr->z)) && !polymost_getclosestpointonwall((const vec2_t *) tspr, wallnum(&wal), &n)) { - int const dst = abs(tspr->pos.X - n.X) + abs(tspr->y - n.Y); + int const dst = abs(tspr->pos.X - n.X) + abs(tspr->pos.Y - n.Y); if (dst <= dist) { @@ -2641,7 +2641,7 @@ static inline float tspriteGetZOfSlopeFloat(tspriteptr_t const tspr, float dax, if (heinum == 0) return float(tspr->z); - float const f = bsin(tspr->ang + 1024) * (day - tspr->y) - bsin(tspr->ang + 512) * (dax - tspr->pos.X); + float const f = bsin(tspr->ang + 1024) * (day - tspr->pos.Y) - bsin(tspr->ang + 512) * (dax - tspr->pos.X); return float(tspr->z) + heinum * f * (1.f / 4194304.f); } @@ -2764,14 +2764,14 @@ void polymost_drawsprite(int32_t snum) // NOTE: yoff not negated not for y flipping, unlike wall and floor // aligned sprites. - int const ang = (getangle(tspr->pos.X - globalposx, tspr->y - globalposy) + 1024) & 2047; + int const ang = (getangle(tspr->pos.X - globalposx, tspr->pos.Y - globalposy) + 1024) & 2047; float foffs = TSPR_OFFSET(tspr); FVector2 const offs = { float(bcosf(ang, -6) * foffs), float(bsinf(ang, -6) * foffs) }; FVector2 s0 = { (float)(tspr->pos.X - globalposx) + offs.X, - (float)(tspr->y - globalposy) + offs.Y}; + (float)(tspr->pos.Y - globalposy) + offs.Y}; FVector2 p0 = { s0.Y * gcosang - s0.X * gsinang, s0.X * gcosang2 + s0.Y * gsinang2 }; @@ -3058,7 +3058,7 @@ void polymost_drawsprite(int32_t snum) // Project 3D to 2D for (intptr_t j = 0; j < 4; j++) { - FVector2 s0 = { (float)(tspr->pos.X - globalposx), (float)(tspr->y - globalposy) }; + FVector2 s0 = { (float)(tspr->pos.X - globalposx), (float)(tspr->pos.Y - globalposy) }; if ((j + 0) & 2) { @@ -3147,7 +3147,7 @@ void polymost_drawsprite(int32_t snum) otex.d = -ghoriz * ytex.d; // copied&modified from relative alignment - FVector2 const vv = { (float)tspr->pos.X + s * p1.X + c * p1.Y, (float)tspr->y + s * p1.Y - c * p1.X }; + FVector2 const vv = { (float)tspr->pos.X + s * p1.X + c * p1.Y, (float)tspr->pos.Y + s * p1.Y - c * p1.X }; FVector2 ff = { -(p0.X + p1.X) * s, (p0.X + p1.X) * c }; float f = 1.f / sqrtf(ff.X * ff.X + ff.Y * ff.Y); @@ -3380,7 +3380,7 @@ static inline int comparetsprites(int const k, int const l) if (!tspriteptr[k]->ownerActor || !tspriteptr[l]->ownerActor) return 0; // why are these getting dragged into here? if (tspriteptr[k]->pos.X == tspriteptr[l]->pos.X && - tspriteptr[k]->y == tspriteptr[l]->y && + tspriteptr[k]->pos.Y == tspriteptr[l]->pos.Y && tspriteptr[k]->z == tspriteptr[l]->z && (tspriteptr[k]->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == (tspriteptr[l]->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) && tspriteptr[k]->ownerActor != tspriteptr[l]->ownerActor) @@ -3501,7 +3501,7 @@ void renderDrawMasks(void) for (i = numSprites - 1; i >= 0; --i) { - const int32_t xs = tspriteptr[i]->pos.X - globalposx, ys = tspriteptr[i]->y - globalposy; + const int32_t xs = tspriteptr[i]->pos.X - globalposx, ys = tspriteptr[i]->pos.Y - globalposy; const int32_t yp = DMulScale(xs, cosviewingrangeglobalang, ys, sinviewingrangeglobalang, 6); const int32_t modelp = spriteIsModelOrVoxel(tspriteptr[i]); @@ -3657,7 +3657,7 @@ void renderDrawMasks(void) auto const tspr = tspriteptr[i]; spr.X = (float)tspr->pos.X; - spr.Y = (float)tspr->y; + spr.Y = (float)tspr->pos.Y; if (!sameside(&maskeq, &spr, &pos)) { @@ -3845,7 +3845,7 @@ 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->pos.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.X *= -f; a0.X = (((float)(tspr->pos.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; float mat[16]; diff --git a/source/core/gamefuncs.cpp b/source/core/gamefuncs.cpp index 3f40e1ea1..236c85a03 100644 --- a/source/core/gamefuncs.cpp +++ b/source/core/gamefuncs.cpp @@ -323,7 +323,7 @@ void TGetFlatSpritePosition(const spritetypebase* spr, vec2_t pos, vec2_t* out, { for (int i = 0; i < 4; i++) { - int spos = DMulScale(-sinang, out[i].Y - spr->y, -cosang, out[i].X - spr->pos.X, 4); + int spos = DMulScale(-sinang, out[i].Y - spr->pos.Y, -cosang, out[i].X - spr->pos.X, 4); outz[i] = MulScale(heinum, spos, 18); } } diff --git a/source/core/gamefuncs.h b/source/core/gamefuncs.h index 9d038d916..bfa5f48a4 100644 --- a/source/core/gamefuncs.h +++ b/source/core/gamefuncs.h @@ -206,7 +206,7 @@ inline double SpriteX(spritetype* spr) inline double SpriteY(spritetype* spr) { - return spr->y * (1 / -16.); + return spr->pos.Y * (1 / -16.); } inline DVector2 SpritePos(spritetype* spr) @@ -276,7 +276,7 @@ inline int32_t tspriteGetZOfSlope(const tspritetype* tspr, int dax, int day) int heinum = tspriteGetSlope(tspr); if (heinum == 0) return tspr->z; - int const j = DMulScale(bsin(tspr->ang + 1024), day - tspr->y, -bsin(tspr->ang + 512), dax - tspr->pos.X, 4); + int const j = DMulScale(bsin(tspr->ang + 1024), day - tspr->pos.Y, -bsin(tspr->ang + 512), dax - tspr->pos.X, 4); return tspr->z + MulScale(heinum, j, 18); } diff --git a/source/core/maploader.cpp b/source/core/maploader.cpp index 67d27a4c4..2b4016799 100644 --- a/source/core/maploader.cpp +++ b/source/core/maploader.cpp @@ -259,23 +259,23 @@ void validateSprite(spritetype& spr, int sectnum, int index) bool bugged = false; if ((unsigned)spr.statnum >= MAXSTATUS) { - Printf("Sprite #%d (%d,%d) has invalid statnum %d.\n", index, spr.pos.X, spr.y, spr.statnum); + Printf("Sprite #%d (%d,%d) has invalid statnum %d.\n", index, spr.pos.X, spr.pos.Y, spr.statnum); bugged = true; } else if ((unsigned)spr.picnum >= MAXTILES) { - Printf("Sprite #%d (%d,%d) has invalid picnum %d.\n", index, spr.pos.X, spr.y, spr.picnum); + Printf("Sprite #%d (%d,%d) has invalid picnum %d.\n", index, spr.pos.X, spr.pos.Y, spr.picnum); bugged = true; } else if (!validSectorIndex(sectnum)) { sectnum = -1; - updatesector(spr.pos.X, spr.y, §num); + updatesector(spr.pos.X, spr.pos.Y, §num); bugged = sectnum < 0; - if (!DPrintf(DMSG_WARNING, "Sprite #%d (%d,%d) with invalid sector %d was corrected to sector %d\n", index, spr.pos.X, spr.y, sectnum, sectnum)) + if (!DPrintf(DMSG_WARNING, "Sprite #%d (%d,%d) with invalid sector %d was corrected to sector %d\n", index, spr.pos.X, spr.pos.Y, sectnum, sectnum)) { - if (bugged) Printf("Sprite #%d (%d,%d) with invalid sector %d\n", index, spr.pos.X, spr.y, sectnum); + if (bugged) Printf("Sprite #%d (%d,%d) with invalid sector %d\n", index, spr.pos.X, spr.pos.Y, sectnum); } } if (bugged) diff --git a/source/core/maptypes.h b/source/core/maptypes.h index bebf77dd0..04511e5e1 100644 --- a/source/core/maptypes.h +++ b/source/core/maptypes.h @@ -382,7 +382,7 @@ struct spritetypebase { // todo: get rid of the single variables! union { - struct { int32_t BLAHBLAHX, y, z; }; + struct { int32_t BLAHBLAHX, BLAHBLAHY, z; }; vec3_t pos; }; union { @@ -431,7 +431,7 @@ struct spritetypebase int32_t interpolatedy(double const smoothratio, int const scale = 16) { - return interpolatedvalue(oy, y, smoothratio, scale); + return interpolatedvalue(oy, pos.Y, smoothratio, scale); } int32_t interpolatedz(double const smoothratio, int const scale = 16) diff --git a/source/core/rendering/scene/hw_bunchdrawer.cpp b/source/core/rendering/scene/hw_bunchdrawer.cpp index 85d2277b8..e172f0911 100644 --- a/source/core/rendering/scene/hw_bunchdrawer.cpp +++ b/source/core/rendering/scene/hw_bunchdrawer.cpp @@ -607,7 +607,7 @@ void BunchDrawer::ProcessSection(int sectionnum, bool portal) if ((spr->cstat & CSTAT_SPRITE_INVISIBLE) || spr->xrepeat == 0 || spr->yrepeat == 0) // skip invisible sprites continue; - int sx = spr->pos.X - iview.X, sy = spr->y - int(iview.Y); + int sx = spr->pos.X - iview.X, sy = spr->pos.Y - int(iview.Y); // this checks if the sprite is it behind the camera, which will not work if the pitch is high enough to necessitate a FOV of more than 180°. //if ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) || (hw_models && tile2model[spr->picnum].modelid >= 0) || ((sx * gcosang) + (sy * gsinang) > 0)) diff --git a/source/core/rendering/scene/hw_portal.cpp b/source/core/rendering/scene/hw_portal.cpp index 8d142b99a..6839f9e66 100644 --- a/source/core/rendering/scene/hw_portal.cpp +++ b/source/core/rendering/scene/hw_portal.cpp @@ -670,7 +670,7 @@ bool HWLineToSpritePortal::Setup(HWDrawInfo* di, FRenderState& rstate, Clipper* di->mClipPortal = this; auto srccenter = (WallStart(origin) + WallEnd(origin)) / 2; - DVector2 destcenter ={ camera->pos.X / 16.f, camera->y / -16.f }; + DVector2 destcenter ={ camera->pos.X / 16.f, camera->pos.Y / -16.f }; DVector2 npos = vp.Pos - srccenter + destcenter; int origx = vp.Pos.X * 16; diff --git a/source/core/rendering/scene/hw_sprites.cpp b/source/core/rendering/scene/hw_sprites.cpp index e8b63b581..a4131601c 100644 --- a/source/core/rendering/scene/hw_sprites.cpp +++ b/source/core/rendering/scene/hw_sprites.cpp @@ -333,7 +333,7 @@ void HWSprite::Process(HWDrawInfo* di, tspritetype* spr, sectortype* sector, int x = spr->pos.X * (1 / 16.f); z = spr->z * (1 / -256.f); - y = spr->y * (1 / -16.f); + y = spr->pos.Y * (1 / -16.f); auto vp = di->Viewpoint; if ((vp.Pos.XY() - DVector2(x, y)).LengthSquared() < 0.125) return; @@ -395,7 +395,7 @@ void HWSprite::Process(HWDrawInfo* di, tspritetype* spr, sectortype* sector, int float viewvecY = vp.ViewVector.Y; x = spr->pos.X * (1 / 16.f); - y = spr->y * (1 / -16.f); + y = spr->pos.Y * (1 / -16.f); z = spr->z * (1 / -256.f); x1 = x - viewvecY * (xoff - (width * 0.5f)); @@ -510,7 +510,7 @@ bool HWSprite::ProcessVoxel(HWDrawInfo* di, voxmodel_t* vox, tspritetype* spr, s x = (spr->pos.X + sprext->position_offset.X) * (1 / 16.f); z = zpos * (1 / -256.f); - y = (spr->y + sprext->position_offset.Y) * (1 / -16.f); + y = (spr->pos.Y + sprext->position_offset.Y) * (1 / -16.f); float zoff = voxel->siz.Z * .5f; if (!(spr->cstat & CSTAT_SPRITE_YCENTER)) diff --git a/source/core/rendering/scene/hw_walls.cpp b/source/core/rendering/scene/hw_walls.cpp index 601c2332c..ea7958fcc 100644 --- a/source/core/rendering/scene/hw_walls.cpp +++ b/source/core/rendering/scene/hw_walls.cpp @@ -120,7 +120,7 @@ static int IsOnWall(tspritetype* tspr, int height) if ((wal.nextsector == -1 || ((wal.nextSector()->ceilingz > topz) || wal.nextSector()->floorz < tspr->z)) && !GetClosestPointOnWall(tspr, &wal, &n)) { - int const dst = abs(tspr->pos.X - n.X) + abs(tspr->y - n.Y); + int const dst = abs(tspr->pos.X - n.X) + abs(tspr->pos.Y - n.Y); if (dst <= dist) { diff --git a/source/core/savegamehelp.cpp b/source/core/savegamehelp.cpp index 103f308b3..af8140822 100644 --- a/source/core/savegamehelp.cpp +++ b/source/core/savegamehelp.cpp @@ -447,7 +447,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, spritetype &c, spritet if (arc.BeginObject(key)) { arc("x", c.pos.X, def->pos.X) - ("y", c.y, def->y) + ("y", c.pos.Y, def->pos.Y) ("z", c.z, def->z) ("cstat", c.cstat, def->cstat) ("picnum", c.picnum, def->picnum) diff --git a/source/games/blood/src/_polymost.cpp b/source/games/blood/src/_polymost.cpp index d49c9b6c7..b20653c16 100644 --- a/source/games/blood/src/_polymost.cpp +++ b/source/games/blood/src/_polymost.cpp @@ -19,7 +19,7 @@ void collectTSpritesForPortal(int x, int y, int i, int interpolation) int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int zCeil, zFloor; - getzsofslopeptr(§or[nSector], pSprite->pos.X, pSprite->y, &zCeil, &zFloor); + getzsofslopeptr(§or[nSector], pSprite->pos.X, pSprite->pos.Y, &zCeil, &zFloor); if (pSprite->statnum == kStatDude && (top < zCeil || bottom > zFloor)) { int j = i; @@ -37,7 +37,7 @@ void collectTSpritesForPortal(int x, int y, int i, int interpolation) pTSprite->type = pSprite->type; pTSprite->setsector(nSector2); pTSprite->pos.X = pSprite->pos.X + dx; - pTSprite->y = pSprite->y + dy; + pTSprite->pos.Y = pSprite->pos.Y + dy; pTSprite->z = pSprite->z + dz; pTSprite->ang = pSprite->ang; pTSprite->picnum = pSprite->picnum; @@ -52,7 +52,7 @@ void collectTSpritesForPortal(int x, int y, int i, int interpolation) pTSprite->ownerActor = actor; pTSprite->flags = pSprite->hitag | 0x200; pTSprite->pos.X = dx + interpolatedvalue(pSprite->ox, pSprite->pos.X, interpolation); - pTSprite->y = dy + interpolatedvalue(pSprite->oy, pSprite->y, interpolation); + pTSprite->pos.Y = dy + interpolatedvalue(pSprite->oy, pSprite->pos.Y, interpolation); pTSprite->z = dz + interpolatedvalue(pSprite->oz, pSprite->z, interpolation); pTSprite->ang = pSprite->interpolatedang(interpolation); @@ -62,7 +62,7 @@ void collectTSpritesForPortal(int x, int y, int i, int interpolation) case 1: { int dX = x - pTSprite->pos.X; - int dY = y - pTSprite->y; + int dY = y - pTSprite->pos.Y; RotateVector(&dX, &dY, 128 - pTSprite->ang); nAnim = GetOctant(dX, dY); if (nAnim <= 4) @@ -79,7 +79,7 @@ void collectTSpritesForPortal(int x, int y, int i, int interpolation) case 2: { int dX = x - pTSprite->pos.X; - int dY = y - pTSprite->y; + int dY = y - pTSprite->pos.Y; RotateVector(&dX, &dY, 128 - pTSprite->ang); nAnim = GetOctant(dX, dY); break; diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 95f33d1af..6d50c9d73 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -2549,7 +2549,7 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, int x, int y, { auto pSprite = &actor->s(); int dx = pSprite->pos.X - x; - int dy = pSprite->y - y; + int dy = pSprite->pos.Y - y; int dz = (pSprite->z - z) >> 4; int dist2 = 0x40000 + dx * dx + dy * dy + dz * dz; assert(dist2 > 0); @@ -2666,7 +2666,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSect if (!CheckProximity(act2, x, y, z, pSector, nDist)) continue; int dx = abs(x - pSprite2->pos.X); - int dy = abs(y - pSprite2->y); + int dy = abs(y - pSprite2->pos.Y); int dz = abs(z - pSprite2->z) >> 4; int dist = ksqrt(dx * dx + dy * dy + dz * dz); if (dist > nDist) continue; @@ -2696,7 +2696,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSect if (pXSprite2->locked) continue; int dx = abs(x - pSprite2->pos.X); - int dy = abs(y - pSprite2->y); + int dy = abs(y - pSprite2->pos.Y); int dist = ksqrt(dx * dx + dy * dy); if (dist > nDist) continue; @@ -2727,7 +2727,7 @@ static void actNapalmMove(DBloodActor* actor) if (Chance(0x8000)) pSprite->cstat |= CSTAT_SPRITE_XFLIP; sfxPlay3DSound(actor, 303, 24 + (pSprite->flags & 3), 1); - actRadiusDamage(pOwner, pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), 128, 0, 60, kDamageExplode, 15, 120); + actRadiusDamage(pOwner, pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), 128, 0, 60, kDamageExplode, 15, 120); if (pXSprite->data4 > 1) { @@ -2763,7 +2763,7 @@ static DBloodActor* actSpawnFloor(DBloodActor* actor) auto pSprite = &actor->s(); auto pSector = pSprite->sector(); int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; updatesector(x, y, &pSector); int zFloor = getflorzofslopeptr(pSector, x, y); auto spawned = actSpawnSprite(pSector, x, y, zFloor, 3, 0); @@ -2917,7 +2917,7 @@ bool actHealDude(DBloodActor* actor, int add, int threshold) if (pXDude->health < (unsigned)threshold) { spritetype* pSprite = &actor->s(); - if (actor->IsPlayerActor()) sfxPlay3DSound(pSprite->pos.X, pSprite->y, pSprite->z, 780, pSprite->sector()); + if (actor->IsPlayerActor()) sfxPlay3DSound(pSprite->pos.X, pSprite->pos.Y, pSprite->z, 780, pSprite->sector()); pXDude->health = min(pXDude->health + add, threshold); return true; } @@ -2992,7 +2992,7 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType) else { seqKill(actor); - DBloodActor* pEffectA = gFX.fxSpawnActor((FX_ID)52, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, pSprite->ang); + DBloodActor* pEffectA = gFX.fxSpawnActor((FX_ID)52, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->ang); if (pEffectA != nullptr) { auto pEffect = &pEffectA->s(); @@ -3011,7 +3011,7 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType) int top, bottom; GetActorExtents(actor, &top, &bottom); - CGibPosition gibPos(pSprite->pos.X, pSprite->y, top); + CGibPosition gibPos(pSprite->pos.X, pSprite->pos.Y, top); CGibVelocity gibVel(actor->xvel >> 1, actor->yvel >> 1, -0xccccc); GibSprite(actor, nGibType, &gibPos, &gibVel); } @@ -3256,7 +3256,7 @@ static void spawnGibs(DBloodActor* actor, int type, int velz) { int top, bottom; GetActorExtents(actor, &top, &bottom); - CGibPosition gibPos(actor->spr.pos.X, actor->spr.y, top); + CGibPosition gibPos(actor->spr.pos.X, actor->spr.pos.Y, top); CGibVelocity gibVel(actor->xvel >> 1, actor->yvel >> 1, velz); GibSprite(actor, GIBTYPE_27, &gibPos, &gibVel); } @@ -3773,7 +3773,7 @@ static int actDamageThing(DBloodActor* source, DBloodActor* actor, int damage, D { case -1: GibSprite(actor, GIBTYPE_14, nullptr, nullptr); - sfxPlay3DSound(pSprite->pos.X, pSprite->y, pSprite->z, 312, pSprite->sector()); + sfxPlay3DSound(pSprite->pos.X, pSprite->pos.Y, pSprite->z, 312, pSprite->sector()); actPostSprite(actor, kStatFree); break; @@ -3932,7 +3932,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) case 4: if (pWallHit) { - auto pFX = gFX.fxSpawnActor(FX_52, pMissile->sector(), pMissile->pos.X, pMissile->y, pMissile->z, 0); + auto pFX = gFX.fxSpawnActor(FX_52, pMissile->sector(), pMissile->pos.X, pMissile->pos.Y, pMissile->z, 0); if (pFX) pFX->spr.ang = (GetWallAngle(pWallHit) + 512) & 2047; } break; @@ -3953,7 +3953,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) case kMissileArcGargoyle: sfxKill3DSound(missileActor, -1, -1); - sfxPlay3DSound(pMissile->pos.X, pMissile->y, pMissile->z, 306, pMissile->sector()); + sfxPlay3DSound(pMissile->pos.X, pMissile->pos.Y, pMissile->z, 306, pMissile->sector()); GibSprite(missileActor, GIBTYPE_6, NULL, NULL); if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo)) @@ -3967,7 +3967,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) case kMissileLifeLeechAltNormal: case kMissileLifeLeechAltSmall: sfxKill3DSound(missileActor, -1, -1); - sfxPlay3DSound(pMissile->pos.X, pMissile->y, pMissile->z, 306, pMissile->sector()); + sfxPlay3DSound(pMissile->pos.X, pMissile->pos.Y, pMissile->z, 306, pMissile->sector()); if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo)) { @@ -4006,7 +4006,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) evPostActor(actorHit, 0, kCallbackFXFlameLick); actBurnSprite(missileOwner, actorHit, 480); - actRadiusDamage(missileOwner, pMissile->pos.X, pMissile->y, pMissile->z, pMissile->sector(), 16, 20, 10, kDamageBullet, 6, 480); + actRadiusDamage(missileOwner, pMissile->pos.X, pMissile->pos.Y, pMissile->z, pMissile->sector(), 16, 20, 10, kDamageBullet, 6, 480); // by NoOne: allow additional bullet damage for Flare Gun if (gGameOptions.weaponsV10x && !VanillaMode()) @@ -4026,7 +4026,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) pMissile->picnum = 2123; missileActor->SetTarget(actorHit); pXMissile->targetZ = pMissile->z - pSpriteHit->z; - pXMissile->goalAng = getangle(pMissile->pos.X - pSpriteHit->pos.X, pMissile->y - pSpriteHit->y) - pSpriteHit->ang; + pXMissile->goalAng = getangle(pMissile->pos.X - pSpriteHit->pos.X, pMissile->pos.Y - pSpriteHit->pos.Y) - pSpriteHit->ang; pXMissile->state = 1; actPostSprite(missileActor, kStatFlare); pMissile->cstat &= ~CSTAT_SPRITE_BLOCK_ALL; @@ -4081,7 +4081,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) case kMissileEctoSkull: sfxKill3DSound(missileActor, -1, -1); - sfxPlay3DSound(pMissile->pos.X, pMissile->y, pMissile->z, 522, pMissile->sector()); + sfxPlay3DSound(pMissile->pos.X, pMissile->pos.Y, pMissile->z, 522, pMissile->sector()); actPostSprite(missileActor, kStatDebris); seqSpawn(20, missileActor, -1); if (hitCode == 3 && actorHit && actorHit->hasX()) @@ -4114,7 +4114,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) case kMissileTeslaRegular: sfxKill3DSound(missileActor, -1, -1); - sfxPlay3DSound(pMissile->pos.X, pMissile->y, pMissile->z, 518, pMissile->sector()); + sfxPlay3DSound(pMissile->pos.X, pMissile->pos.Y, pMissile->z, 518, pMissile->sector()); GibSprite(missileActor, (hitCode == 2) ? GIBTYPE_23 : GIBTYPE_22, NULL, NULL); evKillActor(missileActor); seqKill(missileActor); @@ -4226,13 +4226,13 @@ static void checkCeilHit(DBloodActor* actor) if (pThingInfo->flags & 2) pSprite2->flags |= 4; // Inlined ? actor2->xvel += MulScale(4, pSprite2->pos.X - pSprite->pos.X, 2); - actor2->yvel += MulScale(4, pSprite2->y - pSprite->y, 2); + actor2->yvel += MulScale(4, pSprite2->pos.Y - pSprite->pos.Y, 2); } else { pSprite2->flags |= 5; actor2->xvel += MulScale(4, pSprite2->pos.X - pSprite->pos.X, 2); - actor2->yvel += MulScale(4, pSprite2->y - pSprite->y, 2); + actor2->yvel += MulScale(4, pSprite2->pos.Y - pSprite->pos.Y, 2); #ifdef NOONE_EXTENSIONS // add size shroom abilities @@ -4357,7 +4357,7 @@ static void checkHit(DBloodActor* actor) break; case kThingZombieHead: - sfxPlay3DSound(pSprite->pos.X, pSprite->y, pSprite->z, 357, pSprite->sector()); + sfxPlay3DSound(pSprite->pos.X, pSprite->pos.Y, pSprite->z, 357, pSprite->sector()); actKickObject(actor, actor2); actDamageSprite(nullptr, actor2, kDamageFall, 80); break; @@ -4439,7 +4439,7 @@ static void checkFloorHit(DBloodActor* actor) pPlayer->kickPower = PlayClock + 60; } actKickObject(actor, actor2); - sfxPlay3DSound(pSprite->pos.X, pSprite->y, pSprite->z, 357, pSprite->sector()); + sfxPlay3DSound(pSprite->pos.X, pSprite->pos.Y, pSprite->z, 357, pSprite->sector()); sfxPlay3DSound(actor, 374, 0, 0); break; case kThingZombieHead: @@ -4449,7 +4449,7 @@ static void checkFloorHit(DBloodActor* actor) pPlayer->kickPower = PlayClock + 60; } actKickObject(actor, actor2); - sfxPlay3DSound(pSprite->pos.X, pSprite->y, pSprite->z, 357, pSprite->sector()); + sfxPlay3DSound(pSprite->pos.X, pSprite->pos.Y, pSprite->z, 357, pSprite->sector()); actDamageSprite(nullptr, actor2, kDamageFall, 80); break; case kTrapSawCircular: @@ -4647,7 +4647,7 @@ static Collision MoveThing(DBloodActor* actor) else { assert(pSector); - FindSector(pSprite->pos.X, pSprite->y, pSprite->z, &pSector); + FindSector(pSprite->pos.X, pSprite->pos.Y, pSprite->z, &pSector); } pSprite->z += actor->zvel >> 8; @@ -4663,7 +4663,7 @@ static Collision MoveThing(DBloodActor* actor) actor->zvel += 58254; if (pSprite->type == kThingZombieHead) { - auto* fxActor = gFX.fxSpawnActor(FX_27, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + auto* fxActor = gFX.fxSpawnActor(FX_27, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (fxActor) { int v34 = (PlayClock * 3) & 2047; @@ -4782,7 +4782,7 @@ static Collision MoveThing(DBloodActor* actor) if ((hitSpr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING) { actor->xvel += MulScale(4, pSprite->pos.X - hitSpr->pos.X, 2); - actor->yvel += MulScale(4, pSprite->y - hitSpr->y, 2); + actor->yvel += MulScale(4, pSprite->pos.Y - hitSpr->pos.Y, 2); lhit = actor->hit.hit; } } @@ -4832,8 +4832,8 @@ void MoveDude(DBloodActor* actor) if (pPlayer && gNoClip) { pSprite->pos.X += actor->xvel >> 12; - pSprite->y += actor->yvel >> 12; - if (!FindSector(pSprite->pos.X, pSprite->y, &pSector)) + pSprite->pos.Y += actor->yvel >> 12; + if (!FindSector(pSprite->pos.X, pSprite->pos.Y, &pSector)) pSector = pSprite->sector(); } else @@ -4919,7 +4919,7 @@ void MoveDude(DBloodActor* actor) else { assert(pSector); - FindSector(pSprite->pos.X, pSprite->y, pSprite->z, &pSector); + FindSector(pSprite->pos.X, pSprite->pos.Y, pSprite->z, &pSector); } XSECTOR* pXSector = pSector->hasX() ? &pSector->xs() : nullptr; @@ -4969,7 +4969,7 @@ void MoveDude(DBloodActor* actor) { if (bUnderwater) { - int cz = getceilzofslopeptr(pSector, pSprite->pos.X, pSprite->y); + int cz = getceilzofslopeptr(pSector, pSprite->pos.X, pSprite->pos.Y); if (cz > top) vc += ((bottom - cz) * -80099) / (bottom - top); else @@ -4977,7 +4977,7 @@ void MoveDude(DBloodActor* actor) } else { - int fz = getflorzofslopeptr(pSector, pSprite->pos.X, pSprite->y); + int fz = getflorzofslopeptr(pSector, pSprite->pos.X, pSprite->pos.Y); if (fz < bottom) vc += ((bottom - fz) * -80099) / (bottom - top); } @@ -5212,17 +5212,17 @@ void MoveDude(DBloodActor* actor) switch (tileGetSurfType(floorColl)) { case kSurfWater: - gFX.fxSpawnActor(FX_9, pSprite->sector(), pSprite->pos.X, pSprite->y, floorZ, 0); + gFX.fxSpawnActor(FX_9, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, floorZ, 0); break; case kSurfLava: { - auto pFX = gFX.fxSpawnActor(FX_10, pSprite->sector(), pSprite->pos.X, pSprite->y, floorZ, 0); + auto pFX = gFX.fxSpawnActor(FX_10, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, floorZ, 0); if (pFX) { auto pFXs = &pFX->s(); for (int i = 0; i < 7; i++) { - auto pFX2 = gFX.fxSpawnActor(FX_14, pFXs->sector(), pFXs->pos.X, pFXs->y, pFXs->z, 0); + auto pFX2 = gFX.fxSpawnActor(FX_14, pFXs->sector(), pFXs->pos.X, pFXs->pos.Y, pFXs->z, 0); if (pFX2) { pFX2->xvel = Random2(0x6aaaa); @@ -5268,7 +5268,7 @@ void MoveDude(DBloodActor* actor) if ((hitAct->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING) { actor->xvel += MulScale(4, pSprite->pos.X - hitAct->spr.pos.X, 2); - actor->yvel += MulScale(4, pSprite->y - hitAct->spr.y, 2); + actor->yvel += MulScale(4, pSprite->pos.Y - hitAct->spr.pos.Y, 2); return; } } @@ -5317,7 +5317,7 @@ int MoveMissile(DBloodActor* actor) if (pTarget->statnum == kStatDude && pXTarget && pXTarget->health > 0) { - int nTargetAngle = getangle(-(pTarget->y - pSprite->y), pTarget->pos.X - pSprite->pos.X); + int nTargetAngle = getangle(-(pTarget->pos.Y - pSprite->pos.Y), pTarget->pos.X - pSprite->pos.X); int vx = missileInfo[pSprite->type - kMissileBase].velocity; int vy = 0; RotatePoint(&vx, &vy, (nTargetAngle + 1536) & 2047, 0, 0); @@ -5434,7 +5434,7 @@ int MoveMissile(DBloodActor* actor) CheckLink(actor); gHitInfo.hitSector = pSprite->sector(); gHitInfo.hitpos.X = pSprite->pos.X; - gHitInfo.hitpos.Y = pSprite->y; + gHitInfo.hitpos.Y = pSprite->pos.Y; gHitInfo.hitpos.Z = pSprite->z; break; } @@ -5519,7 +5519,7 @@ void actExplodeSprite(DBloodActor* actor) case kThingTNTBarrel: { - auto spawned = actSpawnSprite(pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0, 1); + auto spawned = actSpawnSprite(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0, 1); spawned->SetOwner(actor->GetOwner()); if (actCheckRespawn(actor)) { @@ -5621,7 +5621,7 @@ void actActivateGibObject(DBloodActor* actor) if (gib1 > 0) GibSprite(actor, (GIBTYPE)(gib1 - 1), nullptr, nullptr); if (gib2 > 0) GibSprite(actor, (GIBTYPE)(gib2 - 1), nullptr, nullptr); if (gib3 > 0 && pXSprite->burnTime > 0) GibSprite(actor, (GIBTYPE)(gib3 - 1), nullptr, nullptr); - if (sound > 0) sfxPlay3DSound(pSprite->pos.X, pSprite->y, pSprite->z, sound, pSprite->sector()); + if (sound > 0) sfxPlay3DSound(pSprite->pos.X, pSprite->pos.Y, pSprite->z, sound, pSprite->sector()); if (dropmsg > 0) actDropObject(actor, dropmsg); if (!(pSprite->cstat & CSTAT_SPRITE_INVISIBLE) && !(pSprite->flags & kHitagRespawn)) @@ -5703,7 +5703,7 @@ static void actCheckProximity() proxyDist = 512; } - if (CheckProximity(dudeactor, pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), proxyDist)) + if (CheckProximity(dudeactor, pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), proxyDist)) { switch (pSprite->type) { @@ -5772,7 +5772,7 @@ static void actCheckThings() { int top, bottom; GetActorExtents(actor, &top, &bottom); - if (getflorzofslopeptr(pSector, pSprite->pos.X, pSprite->y) <= bottom) + if (getflorzofslopeptr(pSector, pSprite->pos.X, pSprite->pos.Y) <= bottom) { int angle = pXSector->panAngle; int speed = 0; @@ -5825,7 +5825,7 @@ static void actCheckThings() case kThingPodGreenBall: if (hit.type == kHitSector) { - actRadiusDamage(actor->GetOwner(), pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), 200, 1, 20, kDamageExplode, 6, 0); + actRadiusDamage(actor->GetOwner(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), 200, 1, 20, kDamageExplode, 6, 0); evPostActor(actor, 0, kCallbackFXPodBloodSplat); } else if (hit.type == kHitSprite) @@ -5892,7 +5892,7 @@ static void actCheckExplosion() assert(nType >= 0 && nType < kExplodeMax); const EXPLOSION* pExplodeInfo = &explodeInfo[nType]; int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z; auto pSector = pSprite->sector(); int radius = pExplodeInfo->radius; @@ -5976,7 +5976,7 @@ static void actCheckExplosion() { spritetype* pSprite2 = gPlayer[p].pSprite; int dx = (x - pSprite2->pos.X) >> 4; - int dy = (y - pSprite2->y) >> 4; + int dy = (y - pSprite2->pos.Y) >> 4; int dz = (z - pSprite2->z) >> 8; int nDist = dx * dx + dy * dy + dz * dz + 0x40000; int t = DivScale(pXSprite->data2, nDist, 16); @@ -6063,7 +6063,7 @@ static void actCheckTraps() if (pXSprite->state && seqGetStatus(actor) < 0) { int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z; int t = (pXSprite->data1 << 23) / 120; int dx = MulScale(t, Cos(pSprite->ang), 30); @@ -6158,7 +6158,7 @@ static void actCheckDudes() if ((unsigned int)pXSprite2->health > 0 && actor2->IsPlayerActor()) { - if (CheckProximity(actor2, pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), 128)) + if (CheckProximity(actor2, pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), 128)) trTriggerSprite(actor, kCmdSpriteProximity); } } @@ -6220,7 +6220,7 @@ static void actCheckDudes() { int top, bottom; GetActorExtents(actor, &top, &bottom); - if (getflorzofslopeptr(pSector, pSprite->pos.X, pSprite->y) <= bottom) + if (getflorzofslopeptr(pSector, pSprite->pos.X, pSprite->pos.Y) <= bottom) { int angle = pXSector->panAngle; int speed = 0; @@ -6275,7 +6275,7 @@ void actCheckFlares() if (pXTarget && pXTarget->health > 0) { int x = pTarget->pos.X + mulscale30r(Cos(pXSprite->goalAng + pTarget->ang), pTarget->clipdist * 2); - int y = pTarget->y + mulscale30r(Sin(pXSprite->goalAng + pTarget->ang), pTarget->clipdist * 2); + int y = pTarget->pos.Y + mulscale30r(Sin(pXSprite->goalAng + pTarget->ang), pTarget->clipdist * 2); int z = pTarget->z + pXSprite->targetZ; vec3_t pos = { x, y, z }; SetActor(actor, &pos); @@ -6351,7 +6351,7 @@ DBloodActor* actSpawnSprite(DBloodActor* source, int nStat) spritetype* pSprite = &actor->s(); pSprite->pos.X = pSource->pos.X; - pSprite->y = pSource->y; + pSprite->pos.Y = pSource->pos.Y; pSprite->z = pSource->z; actor->xvel = source->xvel; actor->yvel = source->yvel; @@ -6385,12 +6385,12 @@ DBloodActor* actSpawnDude(DBloodActor* source, int nType, int a3, int a4) if (a3 < 0) { x = pSource->pos.X; - y = pSource->y; + y = pSource->pos.Y; } else { x = pSource->pos.X + mulscale30r(Cos(angle), a3); - y = pSource->y + mulscale30r(Sin(angle), a3); + y = pSource->pos.Y + mulscale30r(Sin(angle), a3); } pSprite2->type = nType; pSprite2->ang = angle; @@ -6544,11 +6544,11 @@ DBloodActor* actFireThing(DBloodActor* actor, int a2, int a3, int a4, int thingT auto pSprite = &actor->s(); assert(thingType >= kThingBase && thingType < kThingMax); int x = pSprite->pos.X + MulScale(a2, Cos(pSprite->ang + 512), 30); - int y = pSprite->y + MulScale(a2, Sin(pSprite->ang + 512), 30); + int y = pSprite->pos.Y + MulScale(a2, Sin(pSprite->ang + 512), 30); int z = pSprite->z + a3; x += MulScale(pSprite->clipdist, Cos(pSprite->ang), 28); y += MulScale(pSprite->clipdist, Sin(pSprite->ang), 28); - if (HitScan(actor, z, x - pSprite->pos.X, y - pSprite->y, 0, CLIPMASK0, pSprite->clipdist) != -1) + if (HitScan(actor, z, x - pSprite->pos.X, y - pSprite->pos.Y, 0, CLIPMASK0, pSprite->clipdist) != -1) { x = gHitInfo.hitpos.X - MulScale(pSprite->clipdist << 1, Cos(pSprite->ang), 28); y = gHitInfo.hitpos.Y - MulScale(pSprite->clipdist << 1, Sin(pSprite->ang), 28); @@ -6659,12 +6659,12 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5, auto pSprite = &actor->s(); const MissileType* pMissileInfo = &missileInfo[nType - kMissileBase]; int x = pSprite->pos.X + MulScale(a2, Cos(pSprite->ang + 512), 30); - int y = pSprite->y + MulScale(a2, Sin(pSprite->ang + 512), 30); + int y = pSprite->pos.Y + MulScale(a2, Sin(pSprite->ang + 512), 30); int z = pSprite->z + a3; int clipdist = pMissileInfo->clipDist + pSprite->clipdist; x += MulScale(clipdist, Cos(pSprite->ang), 28); y += MulScale(clipdist, Sin(pSprite->ang), 28); - int hit = HitScan(actor, z, x - pSprite->pos.X, y - pSprite->y, 0, CLIPMASK0, clipdist); + int hit = HitScan(actor, z, x - pSprite->pos.X, y - pSprite->pos.Y, 0, CLIPMASK0, clipdist); if (hit != -1) { if (hit == 3 || hit == 0) @@ -6853,7 +6853,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, { gHitInfo.hitActor = shooter; gHitInfo.hitpos.X = pShooter->pos.X; - gHitInfo.hitpos.Y = pShooter->y; + gHitInfo.hitpos.Y = pShooter->pos.Y; gHitInfo.hitpos.Z = pShooter->z; } } @@ -6863,7 +6863,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, 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->pos.X, gHitInfo.hitpos.Y - pShooter->y) < nRange) + if (nRange == 0 || approxDist(gHitInfo.hitpos.X - pShooter->pos.X, gHitInfo.hitpos.Y - pShooter->pos.Y) < nRange) { switch (hit) { @@ -6984,7 +6984,7 @@ 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->pos.X, gHitInfo.hitpos.Y - pSprite->y) <= t) + if (approxDist(gHitInfo.hitpos.X - pSprite->pos.X, gHitInfo.hitpos.Y - pSprite->pos.Y) <= t) { auto pWall = gHitInfo.hitWall; auto pSector = gHitInfo.hitSector; @@ -7093,7 +7093,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, void FireballSeqCallback(int, DBloodActor* actor) { auto pSprite = &actor->s(); - auto pFX = gFX.fxSpawnActor(FX_11, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + auto pFX = gFX.fxSpawnActor(FX_11, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (pFX) { pFX->xvel = actor->xvel; @@ -7105,7 +7105,7 @@ void FireballSeqCallback(int, DBloodActor* actor) void NapalmSeqCallback(int, DBloodActor* actor) { auto pSprite = &actor->s(); - auto pFX = gFX.fxSpawnActor(FX_12, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + auto pFX = gFX.fxSpawnActor(FX_12, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (pFX) { pFX->xvel = actor->xvel; @@ -7117,7 +7117,7 @@ void NapalmSeqCallback(int, DBloodActor* actor) void Fx32Callback(int, DBloodActor* actor) { auto pSprite = &actor->s(); - auto pFX = gFX.fxSpawnActor(FX_32, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + auto pFX = gFX.fxSpawnActor(FX_32, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (pFX) { pFX->xvel = actor->xvel; @@ -7129,7 +7129,7 @@ void Fx32Callback(int, DBloodActor* actor) void Fx33Callback(int, DBloodActor* actor) { auto pSprite = &actor->s(); - auto pFX = gFX.fxSpawnActor(FX_33, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + auto pFX = gFX.fxSpawnActor(FX_33, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (pFX) { pFX->xvel = actor->xvel; diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp index 227964afa..752d36e48 100644 --- a/source/games/blood/src/ai.cpp +++ b/source/games/blood/src/ai.cpp @@ -136,7 +136,7 @@ bool CanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange) int top, bottom; GetActorExtents(actor, &top, &bottom); int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.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); @@ -379,7 +379,7 @@ void aiActivateDude(DBloodActor* actor) assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!pXSprite->state) { - aiChooseDirection(actor, getangle(pXSprite->targetX - pSprite->pos.X, pXSprite->targetY - pSprite->y)); + aiChooseDirection(actor, getangle(pXSprite->targetX - pSprite->pos.X, pXSprite->targetY - pSprite->pos.Y)); pXSprite->state = 1; } switch (pSprite->type) @@ -953,7 +953,7 @@ void aiSetTarget(DBloodActor* actor, DBloodActor* target) actor->SetTarget(target); DUDEINFO* pDudeInfo = getDudeInfo(pTarget->type); pXSprite->targetX = pTarget->pos.X; - pXSprite->targetY = pTarget->y; + pXSprite->targetY = pTarget->pos.Y; pXSprite->targetZ = pTarget->z - ((pDudeInfo->eyeHeight * pTarget->yrepeat) << 2); } } @@ -1534,15 +1534,15 @@ void aiThinkTarget(DBloodActor* actor) if (actor->GetOwner() == pPlayer->actor || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->pSprite->pos.X; - int y = pPlayer->pSprite->y; + int y = pPlayer->pSprite->pos.Y; int z = pPlayer->pSprite->z; auto pSector = pPlayer->pSprite->sector(); int dx = x - pSprite->pos.X; - int dy = y - pSprite->y; + int dy = y - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; - if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) + if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->pos.Y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) continue; int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; @@ -1582,15 +1582,15 @@ void aiLookForTarget(DBloodActor* actor) if (actor->GetOwner() == pPlayer->actor || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->pSprite->pos.X; - int y = pPlayer->pSprite->y; + int y = pPlayer->pSprite->pos.Y; int z = pPlayer->pSprite->z; auto pSector = pPlayer->pSprite->sector(); int dx = x - pSprite->pos.X; - int dy = y - pSprite->y; + int dy = y - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; - if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) + if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->pos.Y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) continue; int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) @@ -1609,14 +1609,14 @@ void aiLookForTarget(DBloodActor* actor) if (pXSprite->state) { const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic - GetClosestSpriteSectors(pSprite->sector(), pSprite->pos.X, pSprite->y, 400, nullptr, newSectCheckMethod); + GetClosestSpriteSectors(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, 400, nullptr, newSectCheckMethod); BloodStatIterator it(kStatDude); while (DBloodActor* actor2 = it.Next()) { spritetype* pSprite2 = &actor2->s(); int dx = pSprite2->pos.X - pSprite->pos.X; - int dy = pSprite2->y - pSprite->y; + int dy = pSprite2->pos.Y - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (pSprite2->type == kDudeInnocent) { diff --git a/source/games/blood/src/aibat.cpp b/source/games/blood/src/aibat.cpp index 3c30e4dc6..872b1016b 100644 --- a/source/games/blood/src/aibat.cpp +++ b/source/games/blood/src/aibat.cpp @@ -99,15 +99,15 @@ static void batThinkTarget(DBloodActor* actor) if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->actor->spr.pos.X; - int y = pPlayer->actor->spr.y; + int y = pPlayer->actor->spr.pos.Y; int z = pPlayer->actor->spr.z; auto pSector = pPlayer->actor->spr.sector(); int dx = x - actor->spr.pos.X; - int dy = y - actor->spr.y; + int dy = y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; - if (!cansee(x, y, z, pSector, actor->spr.pos.X, actor->spr.y, actor->spr.z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->spr.sector())) + if (!cansee(x, y, z, pSector, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->spr.sector())) continue; int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) @@ -138,7 +138,7 @@ static void batThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.targetX - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.y; + int dy = actor->xspr.targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -159,7 +159,7 @@ static void batThinkPonder(DBloodActor* actor) if (!actor->ValidateTarget(__FUNCTION__)) return; auto pTarget = actor->GetTarget(); int dx = pTarget->spr.pos.X - actor->spr.pos.X; - int dy = pTarget->spr.y - actor->spr.y; + int dy = pTarget->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pTarget->xspr.health == 0) { @@ -174,7 +174,7 @@ static void batThinkPonder(DBloodActor* actor) int height2 = (getDudeInfo(pTarget->spr.type)->eyeHeight * pTarget->spr.yrepeat) << 2; int top, bottom; GetActorExtents(actor, &top, &bottom); - if (cansee(pTarget->spr.pos.X, pTarget->spr.y, pTarget->spr.z, pTarget->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z - height, actor->spr.sector())) + if (cansee(pTarget->spr.pos.X, pTarget->spr.pos.Y, pTarget->spr.z, pTarget->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - height, actor->spr.sector())) { aiSetTarget(actor, actor->GetTarget()); if (height2 - height < 0x3000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85) @@ -260,7 +260,7 @@ static void batThinkChase(DBloodActor* actor) if (!actor->ValidateTarget(__FUNCTION__)) return; auto pTarget = actor->GetTarget(); int dx = pTarget->spr.pos.X - actor->spr.pos.X; - int dy = pTarget->spr.y - actor->spr.y; + int dy = pTarget->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pTarget->xspr.health == 0) { @@ -281,12 +281,12 @@ static void batThinkChase(DBloodActor* actor) int height2 = (pDudeInfo->eyeHeight * pTarget->spr.yrepeat) << 2; int top, bottom; GetActorExtents(actor, &top, &bottom); - if (cansee(pTarget->spr.pos.X, pTarget->spr.y, pTarget->spr.z, pTarget->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z - height, actor->spr.sector())) + if (cansee(pTarget->spr.pos.X, pTarget->spr.pos.Y, pTarget->spr.z, pTarget->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - height, actor->spr.sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); - int floorZ = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y); + int floorZ = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if (height2 - height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85) aiNewState(actor, &batBite); else if ((height2 - height > 0x5000 || floorZ - bottom > 0x5000) && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85) @@ -320,7 +320,7 @@ static void batMoveForward(DBloodActor* actor) if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; int dx = actor->xspr.targetX - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.y; + int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x200) return; @@ -352,7 +352,7 @@ static void batMoveSwoop(DBloodActor* actor) return; } int dx = actor->xspr.targetX - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.y; + int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x200) return; @@ -382,7 +382,7 @@ static void batMoveFly(DBloodActor* actor) return; } int dx = actor->xspr.targetX - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.y; + int dy = actor->xspr.targetY - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x200) return; @@ -401,7 +401,7 @@ static void batMoveFly(DBloodActor* actor) void batMoveToCeil(DBloodActor* actor) { int x = actor->spr.pos.X; - int y = actor->spr.y; + int y = actor->spr.pos.Y; int z = actor->spr.z; if (z - actor->xspr.targetZ < 0x1000) { diff --git a/source/games/blood/src/aibeast.cpp b/source/games/blood/src/aibeast.cpp index 38b211a53..53aa396d2 100644 --- a/source/games/blood/src/aibeast.cpp +++ b/source/games/blood/src/aibeast.cpp @@ -85,7 +85,7 @@ void StompSeqCallback(int, DBloodActor* actor1) int dx = bcos(pSprite->ang); int dy = bsin(pSprite->ang); int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z; int vc = 400; auto pSector = pSprite->sector(); @@ -117,7 +117,7 @@ void StompSeqCallback(int, DBloodActor* actor1) if (abs(bottom - pSector->floorz) == 0) { int dx = abs(pSprite->pos.X - pSprite2->pos.X); - int dy = abs(pSprite->y - pSprite2->y); + int dy = abs(pSprite->pos.Y - pSprite2->pos.Y); int nDist2 = ksqrt(dx * dx + dy * dy); if (nDist2 <= vc) { @@ -147,7 +147,7 @@ void StompSeqCallback(int, DBloodActor* actor1) if (pXSprite->locked) continue; int dx = abs(pSprite->pos.X - pSprite2->pos.X); - int dy = abs(pSprite->y - pSprite2->y); + int dy = abs(pSprite->pos.Y - pSprite2->pos.Y); int nDist2 = ksqrt(dx * dx + dy * dy); if (nDist2 <= vc) { @@ -189,7 +189,7 @@ static void beastThinkGoto(DBloodActor* actor) auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -223,7 +223,7 @@ static void beastThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); auto pSector = pSprite->sector(); @@ -250,7 +250,7 @@ static void beastThinkChase(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { @@ -343,7 +343,7 @@ static void beastThinkSwimGoto(DBloodActor* actor) assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -366,7 +366,7 @@ static void beastThinkSwimChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -385,7 +385,7 @@ static void beastThinkSwimChase(DBloodActor* actor) int height = pDudeInfo->eyeHeight + pSprite->z; int top, bottom; GetActorExtents(actor, &top, &bottom); - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { @@ -419,7 +419,7 @@ static void beastMoveForward(DBloodActor* actor) if (abs(nAng) > 341) return; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (nDist <= 0x400 && Random(64) < 32) return; @@ -442,7 +442,7 @@ static void sub_628A0(DBloodActor* actor) if (actor->GetTarget() == nullptr) pSprite->ang = (pSprite->ang + 256) & 2047; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (Random(64) < 32 && nDist <= 0x400) return; @@ -480,7 +480,7 @@ static void sub_62AE0(DBloodActor* actor) return; } int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int dz = z2 - z; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) @@ -517,7 +517,7 @@ static void sub_62D7C(DBloodActor* actor) return; } int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int dz = (z2 - z) << 3; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) diff --git a/source/games/blood/src/aiboneel.cpp b/source/games/blood/src/aiboneel.cpp index 641d141cf..6aa6409c8 100644 --- a/source/games/blood/src/aiboneel.cpp +++ b/source/games/blood/src/aiboneel.cpp @@ -115,15 +115,15 @@ static void eelThinkTarget(DBloodActor* actor) if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->pSprite->pos.X; - int y = pPlayer->pSprite->y; + int y = pPlayer->pSprite->pos.Y; int z = pPlayer->pSprite->z; auto pSector = pPlayer->pSprite->sector(); int dx = x - pSprite->pos.X; - int dy = y - pSprite->y; + int dy = y - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; - if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) + if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->pos.Y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) continue; int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) @@ -159,7 +159,7 @@ static void eelThinkGoto(DBloodActor* actor) assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -181,7 +181,7 @@ static void eelThinkPonder(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -196,7 +196,7 @@ static void eelThinkPonder(DBloodActor* actor) int height2 = (getDudeInfo(pTarget->type)->eyeHeight * pTarget->yrepeat) << 2; int top, bottom; GetActorExtents(actor, &top, &bottom); - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { aiSetTarget(actor, actor->GetTarget()); if (height2 - height < -0x2000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85) @@ -287,7 +287,7 @@ static void eelThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -308,7 +308,7 @@ static void eelThinkChase(DBloodActor* actor) GetActorExtents(actor, &top, &bottom); int top2, bottom2; GetSpriteExtents(pTarget, &top2, &bottom2); - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { @@ -345,7 +345,7 @@ static void eelMoveForward(DBloodActor* actor) if (actor->GetTarget() == nullptr) pSprite->ang = (pSprite->ang + 256) & 2047; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (nDist <= 0x399) return; @@ -376,7 +376,7 @@ static void eelMoveSwoop(DBloodActor* actor) if (abs(nAng) > 341) return; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x8000) && nDist <= 0x399) return; @@ -405,7 +405,7 @@ static void eelMoveAscend(DBloodActor* actor) if (abs(nAng) > 341) return; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x399) return; @@ -426,7 +426,7 @@ void eelMoveToCeil(DBloodActor* actor) auto pXSprite = &actor->x(); auto pSprite = &actor->s(); int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z; if (z - pXSprite->targetZ < 0x1000) { diff --git a/source/games/blood/src/aiburn.cpp b/source/games/blood/src/aiburn.cpp index a5e2f552e..3be3dfe8e 100644 --- a/source/games/blood/src/aiburn.cpp +++ b/source/games/blood/src/aiburn.cpp @@ -88,7 +88,7 @@ static void burnThinkGoto(DBloodActor* actor) assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -162,7 +162,7 @@ static void burnThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -199,7 +199,7 @@ static void burnThinkChase(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { diff --git a/source/games/blood/src/aicaleb.cpp b/source/games/blood/src/aicaleb.cpp index 72b9de7ed..f406572b4 100644 --- a/source/games/blood/src/aicaleb.cpp +++ b/source/games/blood/src/aicaleb.cpp @@ -99,7 +99,7 @@ static void calebThinkGoto(DBloodActor* actor) auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -132,7 +132,7 @@ static void calebThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -158,7 +158,7 @@ static void calebThinkChase(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { @@ -220,7 +220,7 @@ static void calebThinkSwimGoto(DBloodActor* actor) assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -242,7 +242,7 @@ static void calebThinkSwimChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -261,7 +261,7 @@ static void calebThinkSwimChase(DBloodActor* actor) int height = pDudeInfo->eyeHeight + pSprite->z; int top, bottom; GetActorExtents(actor, &top, &bottom); - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { @@ -293,7 +293,7 @@ static void sub_65D04(DBloodActor* actor) if (actor->GetTarget() == nullptr) pSprite->ang = (pSprite->ang + 256) & 2047; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (Random(64) < 32 && nDist <= 0x400) return; @@ -332,7 +332,7 @@ static void sub_65F44(DBloodActor* actor) return; } int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int dz = z2 - z; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) @@ -370,7 +370,7 @@ static void sub_661E0(DBloodActor* actor) return; } int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int dz = (z2 - z) << 3; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) diff --git a/source/games/blood/src/aicerber.cpp b/source/games/blood/src/aicerber.cpp index 61006b3be..e6c415ed9 100644 --- a/source/games/blood/src/aicerber.cpp +++ b/source/games/blood/src/aicerber.cpp @@ -81,7 +81,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor) if (!actor->ValidateTarget(__FUNCTION__)) return; int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = height; // ??? TARGETTRACK tt1 = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa }; Aim aim; @@ -96,7 +96,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor) if (pSprite == pSprite2 || !(pSprite2->flags & 8)) continue; int x2 = pSprite2->pos.X; - int y2 = pSprite2->y; + int y2 = pSprite2->pos.Y; int z2 = pSprite2->z; int nDist = approxDist(x2 - x, y2 - y); if (nDist == 0 || nDist > 0x2800) @@ -158,7 +158,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor) int height = pDudeInfo->eyeHeight * pSprite->yrepeat; int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = height; // ??? TARGETTRACK tt1 = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa }; Aim aim; @@ -175,7 +175,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor) if (pSprite == pSprite2 || !(pSprite2->flags & 8)) continue; int x2 = pSprite2->pos.X; - int y2 = pSprite2->y; + int y2 = pSprite2->pos.Y; int z2 = pSprite2->z; int nDist = approxDist(x2 - x, y2 - y); if (nDist == 0 || nDist > 0x2800) @@ -270,15 +270,15 @@ static void cerberusThinkTarget(DBloodActor* actor) if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->pSprite->pos.X; - int y = pPlayer->pSprite->y; + int y = pPlayer->pSprite->pos.Y; int z = pPlayer->pSprite->z; auto pSector = pPlayer->pSprite->sector(); int dx = x - pSprite->pos.X; - int dy = y - pSprite->y; + int dy = y - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; - if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) + if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->pos.Y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) continue; int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) @@ -311,7 +311,7 @@ static void cerberusThinkGoto(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -356,7 +356,7 @@ static void cerberusThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -388,7 +388,7 @@ static void cerberusThinkChase(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); diff --git a/source/games/blood/src/aicult.cpp b/source/games/blood/src/aicult.cpp index 902b2dfd0..cd94cbb27 100644 --- a/source/games/blood/src/aicult.cpp +++ b/source/games/blood/src/aicult.cpp @@ -135,7 +135,7 @@ void cultThrowSeqCallback(int, DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; int dz = pTarget->z - pSprite->z; int nDist = approxDist(dx, dy); int nDist2 = nDist / 540; @@ -169,7 +169,7 @@ void sub_68230(int, DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; int dz = pTarget->z - pSprite->z; int nDist = approxDist(dx, dy); int nDist2 = nDist / 540; @@ -202,7 +202,7 @@ static void cultThinkGoto(DBloodActor* actor) assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -245,7 +245,7 @@ static void cultThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -284,7 +284,7 @@ static void cultThinkChase(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index 37ca5adec..6ed2b6afa 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -110,7 +110,7 @@ void BlastSSeqCallback(int, DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); int height = (pSprite->yrepeat * getDudeInfo(pSprite->type)->eyeHeight) << 2; int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = height; TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa }; Aim aim; @@ -125,7 +125,7 @@ void BlastSSeqCallback(int, DBloodActor* actor) if (pSprite == pSprite2 || !(pSprite2->flags & 8)) continue; int x2 = pSprite2->pos.X; - int y2 = pSprite2->y; + int y2 = pSprite2->pos.Y; int z2 = pSprite2->z; int nDist = approxDist(x2 - x, y2 - y); if (nDist == 0 || nDist > 0x2800) @@ -227,15 +227,15 @@ static void gargThinkTarget(DBloodActor* actor) if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->pSprite->pos.X; - int y = pPlayer->pSprite->y; + int y = pPlayer->pSprite->pos.Y; int z = pPlayer->pSprite->z; auto pSector = pPlayer->pSprite->sector(); int dx = x - pSprite->pos.X; - int dy = y - pSprite->y; + int dy = y - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; - if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) + if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->pos.Y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) continue; int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) @@ -275,7 +275,7 @@ static void gargThinkGoto(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -361,7 +361,7 @@ static void gargThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -382,12 +382,12 @@ static void gargThinkChase(DBloodActor* actor) int height2 = (pDudeInfo->eyeHeight * pTarget->yrepeat) << 2; int top, bottom; GetActorExtents(actor, &top, &bottom); - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); - int floorZ = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y); + int floorZ = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); switch (pSprite->type) { case kDudeGargoyleFlesh: @@ -556,7 +556,7 @@ static void gargMoveForward(DBloodActor* actor) if (actor->GetTarget() == nullptr) pSprite->ang = (pSprite->ang + 256) & 2047; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x400) return; @@ -594,7 +594,7 @@ static void gargMoveSlow(DBloodActor* actor) return; } int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) return; @@ -638,7 +638,7 @@ static void gargMoveSwoop(DBloodActor* actor) return; } int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) return; @@ -681,7 +681,7 @@ static void gargMoveFly(DBloodActor* actor) return; } int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) return; diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index c7ea5359d..6b82ee954 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -96,7 +96,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); int height = (pSprite->yrepeat * getDudeInfo(pSprite->type)->eyeHeight) << 2; int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = height; TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa }; Aim aim; @@ -111,7 +111,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor) if (pSprite == pSprite2 || !(pSprite2->flags & 8)) continue; int x2 = pSprite2->pos.X; - int y2 = pSprite2->y; + int y2 = pSprite2->pos.Y; int z2 = pSprite2->z; int nDist = approxDist(x2 - x, y2 - y); if (nDist == 0 || nDist > 0x2800) @@ -207,15 +207,15 @@ static void ghostThinkTarget(DBloodActor* actor) if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->pSprite->pos.X; - int y = pPlayer->pSprite->y; + int y = pPlayer->pSprite->pos.Y; int z = pPlayer->pSprite->z; auto pSector = pPlayer->pSprite->sector(); int dx = x - pSprite->pos.X; - int dy = y - pSprite->y; + int dy = y - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; - if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) + if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->pos.Y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) continue; int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) @@ -254,7 +254,7 @@ static void ghostThinkGoto(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -341,7 +341,7 @@ static void ghostThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -362,12 +362,12 @@ static void ghostThinkChase(DBloodActor* actor) int height2 = (pDudeInfo->eyeHeight * pTarget->yrepeat) << 2; int top, bottom; GetActorExtents(actor, &top, &bottom); - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); - int floorZ = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y); + int floorZ = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); switch (pSprite->type) { case kDudePhantasm: if (nDist < 0x2000 && nDist > 0x1000 && abs(nDeltaAngle) < 85) { @@ -451,7 +451,7 @@ static void ghostMoveForward(DBloodActor* actor) if (actor->GetTarget() == nullptr) pSprite->ang = (pSprite->ang + 256) & 2047; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x400) return; @@ -489,7 +489,7 @@ static void ghostMoveSlow(DBloodActor* actor) return; } int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) return; @@ -530,7 +530,7 @@ static void ghostMoveSwoop(DBloodActor* actor) return; } int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) return; @@ -570,7 +570,7 @@ static void ghostMoveFly(DBloodActor* actor) return; } int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) return; diff --git a/source/games/blood/src/aigilbst.cpp b/source/games/blood/src/aigilbst.cpp index 75cb8b4c7..e19dde25e 100644 --- a/source/games/blood/src/aigilbst.cpp +++ b/source/games/blood/src/aigilbst.cpp @@ -90,7 +90,7 @@ static void gillThinkGoto(DBloodActor* actor) auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -124,7 +124,7 @@ static void gillThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -147,7 +147,7 @@ static void gillThinkChase(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { @@ -208,7 +208,7 @@ static void gillThinkSwimGoto(DBloodActor* actor) assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -231,7 +231,7 @@ static void gillThinkSwimChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -250,7 +250,7 @@ static void gillThinkSwimChase(DBloodActor* actor) int height = pDudeInfo->eyeHeight + pSprite->z; int top, bottom; GetActorExtents(actor, &top, &bottom); - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { @@ -288,7 +288,7 @@ static void sub_6CB00(DBloodActor* actor) if (actor->GetTarget() == nullptr) pSprite->ang = (pSprite->ang + 256) & 2047; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (Random(64) < 32 && nDist <= 0x400) return; @@ -326,7 +326,7 @@ static void sub_6CD74(DBloodActor* actor) return; } int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int dz = z2 - z; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) @@ -363,7 +363,7 @@ static void sub_6D03C(DBloodActor* actor) return; } int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int dz = (z2 - z) << 3; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) diff --git a/source/games/blood/src/aihand.cpp b/source/games/blood/src/aihand.cpp index 3bb273bf2..1db610a50 100644 --- a/source/games/blood/src/aihand.cpp +++ b/source/games/blood/src/aihand.cpp @@ -70,7 +70,7 @@ static void handThinkGoto(DBloodActor* actor) assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -93,7 +93,7 @@ static void handThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -110,7 +110,7 @@ static void handThinkChase(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { diff --git a/source/games/blood/src/aihound.cpp b/source/games/blood/src/aihound.cpp index eafcb1bab..5960a535c 100644 --- a/source/games/blood/src/aihound.cpp +++ b/source/games/blood/src/aihound.cpp @@ -89,7 +89,7 @@ static void houndThinkGoto(DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -115,7 +115,7 @@ static void houndThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -132,7 +132,7 @@ static void houndThinkChase(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { diff --git a/source/games/blood/src/aiinnoc.cpp b/source/games/blood/src/aiinnoc.cpp index 91774f8ce..51352ccf0 100644 --- a/source/games/blood/src/aiinnoc.cpp +++ b/source/games/blood/src/aiinnoc.cpp @@ -55,7 +55,7 @@ static void innocThinkGoto(DBloodActor* actor) assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -79,7 +79,7 @@ static void innocThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -96,7 +96,7 @@ static void innocThinkChase(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { diff --git a/source/games/blood/src/aipod.cpp b/source/games/blood/src/aipod.cpp index 21c6649be..b8f9e75a1 100644 --- a/source/games/blood/src/aipod.cpp +++ b/source/games/blood/src/aipod.cpp @@ -69,7 +69,7 @@ void podAttack(int, DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int x = pTarget->pos.X - pSprite->pos.X; - int y = pTarget->y - pSprite->y; + int y = pTarget->pos.Y - pSprite->pos.Y; int dz = pTarget->z - pSprite->z; x += Random2(1000); y += Random2(1000); @@ -125,7 +125,7 @@ void sub_70284(int, DBloodActor* actor) nDist = 75; break; } - actRadiusDamage(actor, pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), nDist, 1, 5 * (1 + gGameOptions.nDifficulty), dmgType, 2, nBurn); + actRadiusDamage(actor, pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), nDist, 1, 5 * (1 + gGameOptions.nDifficulty), dmgType, 2, nBurn); } static void aiPodSearch(DBloodActor* actor) @@ -147,7 +147,7 @@ static void aiPodMove(DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -191,7 +191,7 @@ static void aiPodChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -212,7 +212,7 @@ static void aiPodChase(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { diff --git a/source/games/blood/src/airat.cpp b/source/games/blood/src/airat.cpp index 66e42a2c1..9fb6556e2 100644 --- a/source/games/blood/src/airat.cpp +++ b/source/games/blood/src/airat.cpp @@ -67,7 +67,7 @@ static void ratThinkGoto(DBloodActor* actor) assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -89,7 +89,7 @@ static void ratThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -106,7 +106,7 @@ static void ratThinkChase(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { diff --git a/source/games/blood/src/aispid.cpp b/source/games/blood/src/aispid.cpp index 006841633..e2d222935 100644 --- a/source/games/blood/src/aispid.cpp +++ b/source/games/blood/src/aispid.cpp @@ -143,7 +143,7 @@ void SpidBirthSeqCallback(int, DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -181,7 +181,7 @@ static void spidThinkGoto(DBloodActor* actor) assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -203,7 +203,7 @@ static void spidThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -220,7 +220,7 @@ static void spidThinkChase(DBloodActor* actor) int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) { + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); diff --git a/source/games/blood/src/aitchern.cpp b/source/games/blood/src/aitchern.cpp index 82cad18b7..89d9c9886 100644 --- a/source/games/blood/src/aitchern.cpp +++ b/source/games/blood/src/aitchern.cpp @@ -63,7 +63,7 @@ void sub_71BD4(int, DBloodActor* actor) int height = pSprite->yrepeat * pDudeInfo->eyeHeight; if (!actor->ValidateTarget(__FUNCTION__)) return; int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = height; TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x100000 }; Aim aim; @@ -78,7 +78,7 @@ void sub_71BD4(int, DBloodActor* actor) if (pSprite == pSprite2 || !(pSprite2->flags & 8)) continue; int x2 = pSprite2->pos.X; - int y2 = pSprite2->y; + int y2 = pSprite2->pos.Y; int z2 = pSprite2->z; int nDist = approxDist(x2 - x, y2 - y); if (nDist == 0 || nDist > 0x2800) @@ -136,7 +136,7 @@ void sub_720AC(int, DBloodActor* actor) ax = bcos(pSprite->ang); ay = bsin(pSprite->ang); int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = height; TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x100000 }; Aim aim; @@ -152,7 +152,7 @@ void sub_720AC(int, DBloodActor* actor) if (pSprite == pSprite2 || !(pSprite2->flags & 8)) continue; int x2 = pSprite2->pos.X; - int y2 = pSprite2->y; + int y2 = pSprite2->pos.Y; int z2 = pSprite2->z; int nDist = approxDist(x2 - x, y2 - y); if (nDist == 0 || nDist > 0x2800) @@ -235,15 +235,15 @@ static void sub_725A4(DBloodActor* actor) if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->pSprite->pos.X; - int y = pPlayer->pSprite->y; + int y = pPlayer->pSprite->pos.Y; int z = pPlayer->pSprite->z; auto pSector = pPlayer->pSprite->sector(); int dx = x - pSprite->pos.X; - int dy = y - pSprite->y; + int dy = y - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; - if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) + if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->pos.Y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) continue; int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) @@ -276,7 +276,7 @@ static void sub_72850(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -303,7 +303,7 @@ static void sub_72934(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -320,7 +320,7 @@ static void sub_72934(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index c7e301534..5c973f835 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -326,7 +326,7 @@ static void ThrowThing(DBloodActor* actor, bool impact) int zThrow = 14500; int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; int dz = pTarget->z - pSprite->z; int dist = approxDist(dx, dy); @@ -440,7 +440,7 @@ static void unicultThinkGoto(DBloodActor* actor) } int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); aiChooseDirection(actor,nAngle); @@ -506,7 +506,7 @@ static void unicultThinkChase(DBloodActor* actor) // check target int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; int dist = ClipLow((int)approxDist(dx, dy), 1); // quick hack to prevent spinning around or changing attacker's sprite angle on high movement speeds @@ -544,8 +544,8 @@ static void unicultThinkChase(DBloodActor* actor) int losAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int eyeAboveZ = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (dist > pDudeInfo->seeDist || !cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), - pSprite->pos.X, pSprite->y, pSprite->z - eyeAboveZ, pSprite->sector())) + if (dist > pDudeInfo->seeDist || !cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), + pSprite->pos.X, pSprite->pos.Y, pSprite->z - eyeAboveZ, pSprite->sector())) { if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchW); else aiGenDudeNewState(actor, &genDudeSearchL); @@ -606,8 +606,8 @@ static void unicultThinkChase(DBloodActor* actor) } int ldist = aiFightGetTargetDist(targetactor, pDudeInfo, actLeech); - if (ldist > 3 || !cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), - pLeech->pos.X, pLeech->y, pLeech->z, pLeech->sector()) || actLeech->GetTarget() == nullptr) + if (ldist > 3 || !cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), + pLeech->pos.X, pLeech->pos.Y, pLeech->z, pLeech->sector()) || actLeech->GetTarget() == nullptr) { aiGenDudeNewState(actor, &genDudeThrow2); genDudeThrow2.nextState = &genDudeDodgeShortL; @@ -680,7 +680,7 @@ static void unicultThinkChase(DBloodActor* actor) // don't attack slaves if (actor->GetTarget() != nullptr && actor->GetTarget()->GetOwner() == actor) { - aiSetTarget(actor, pSprite->pos.X, pSprite->y, pSprite->z); + aiSetTarget(actor, pSprite->pos.X, pSprite->pos.Y, pSprite->z); return; } else if (actor->genDudeExtra.slaveCount > gGameOptions.nDifficulty || dist < meleeVector->maxDist) @@ -751,7 +751,7 @@ static void unicultThinkChase(DBloodActor* actor) { int nType = curWeapon - kTrapExploder; const EXPLOSION* pExpl = &explodeInfo[nType]; - if (CheckProximity(actor, pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pExpl->radius >> 1)) + if (CheckProximity(actor, pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pExpl->radius >> 1)) { actor->xvel = actor->yvel = actor->zvel = 0; if (doExplosion(actor, nType) && pXSprite->health > 0) @@ -776,7 +776,7 @@ static void unicultThinkChase(DBloodActor* actor) if (hit >= 0) { targetDist = dist - (pTarget->clipdist << 2); - objDist = approxDist(gHitInfo.hitpos.X - pSprite->pos.X, gHitInfo.hitpos.Y - pSprite->y); + objDist = approxDist(gHitInfo.hitpos.X - pSprite->pos.X, gHitInfo.hitpos.Y - pSprite->pos.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->pos.X, gHitInfo.hitpos.Y - pSprite->y) <= 1500 && !blck) + if ((approxDist(gHitInfo.hitpos.X - pSprite->pos.X, gHitInfo.hitpos.Y - pSprite->pos.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->pos.X, gHitInfo.hitpos.Y - pSprite->y); - int targetDist = approxDist(gHitInfo.hitpos.X - pTarget->pos.X, gHitInfo.hitpos.Y - pTarget->y); + int dudeDist = approxDist(gHitInfo.hitpos.X - pSprite->pos.X, gHitInfo.hitpos.Y - pSprite->pos.Y); + int targetDist = approxDist(gHitInfo.hitpos.X - pTarget->pos.X, gHitInfo.hitpos.Y - pTarget->pos.Y); if (dudeDist < mdist) { //viewSetSystemMessage("DUDE CLOSE TO OBJ: %d, MDIST: %d", dudeDist, mdist); @@ -1156,7 +1156,7 @@ void aiGenDudeMoveForward(DBloodActor* actor) if (actor->GetTarget() == nullptr) pSprite->ang = (pSprite->ang + 256) & 2047; int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x400) return; @@ -1442,7 +1442,7 @@ void removeLeech(DBloodActor* actLeech, bool delSprite) if (actLeech != NULL) { auto const pLeech = &actLeech->s(); - auto effectactor = gFX.fxSpawnActor((FX_ID)52, pLeech->sector(), pLeech->pos.X, pLeech->y, pLeech->z, pLeech->ang); + auto effectactor = gFX.fxSpawnActor((FX_ID)52, pLeech->sector(), pLeech->pos.X, pLeech->pos.Y, pLeech->z, pLeech->ang); if (effectactor != NULL) { spritetype* pEffect = &effectactor->s(); @@ -1842,16 +1842,16 @@ void dudeLeechOperate(DBloodActor* actor, const EVENT& event) int nType = pTarget->type - kDudeBase; DUDEINFO* pDudeInfo = &dudeInfo[nType]; int z1 = (top - pSprite->z) - 256; - int x = pTarget->pos.X; int y = pTarget->y; int z = pTarget->z; - int nDist = approxDist(x - pSprite->pos.X, y - pSprite->y); + int x = pTarget->pos.X; int y = pTarget->pos.Y; int z = pTarget->z; + int nDist = approxDist(x - pSprite->pos.X, y - pSprite->pos.Y); - if (nDist != 0 && cansee(pSprite->pos.X, pSprite->y, top, pSprite->sector(), x, y, z, pTarget->sector())) + if (nDist != 0 && cansee(pSprite->pos.X, pSprite->pos.Y, top, pSprite->sector(), x, y, z, pTarget->sector())) { int t = DivScale(nDist, 0x1aaaaa, 12); x += (actTarget->xvel * t) >> 12; y += (actTarget->yvel * t) >> 12; int angBak = pSprite->ang; - pSprite->ang = getangle(x - pSprite->pos.X, y - pSprite->y); + pSprite->ang = getangle(x - pSprite->pos.X, y - pSprite->pos.Y); int dx = bcos(pSprite->ang); int dy = bsin(pSprite->ang); int tz = pTarget->z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4; @@ -1887,7 +1887,7 @@ bool doExplosion(DBloodActor* actor, int nType) { auto const pSprite = &actor->s(); - auto actExplosion = actSpawnSprite(pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, kStatExplosion, true); + auto actExplosion = actSpawnSprite(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, kStatExplosion, true); auto const pExplosion = &actExplosion->s(); auto const pXExplosion = &actExplosion->x(); if (!actExplosion->hasX()) @@ -1943,13 +1943,13 @@ DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist) { x = pSprite->pos.X + mulscale30r(Cos(nAngle), nDist); - y = pSprite->y + mulscale30r(Sin(nAngle), nDist); + y = pSprite->pos.Y + mulscale30r(Sin(nAngle), nDist); } else { x = pSprite->pos.X; - y = pSprite->y; + y = pSprite->pos.Y; } @@ -2124,7 +2124,7 @@ void genDudeTransform(DBloodActor* actor) aiInitSprite(actor); // try to restore target - if (target == nullptr) aiSetTarget(actor, pSprite->pos.X, pSprite->y, pSprite->z); + if (target == nullptr) aiSetTarget(actor, pSprite->pos.X, pSprite->pos.Y, pSprite->z); else aiSetTarget(actor, target); // finally activate it @@ -2210,11 +2210,11 @@ void updateTargetOfSlaves(DBloodActor* actor) if (actTarget != slave[i]->GetTarget()) aiSetTarget(slave[i], actTarget); // check if slave have proper target if (slave[i]->GetTarget() == nullptr || slave[i]->GetTarget()->GetOwner() == actor) - aiSetTarget(slave[i], pSprite->pos.X, pSprite->y, pSprite->z); + aiSetTarget(slave[i], pSprite->pos.X, pSprite->pos.Y, pSprite->z); } else { - aiSetTarget(slave[i], pSprite->pos.X, pSprite->y, pSprite->z); // try return to master + aiSetTarget(slave[i], pSprite->pos.X, pSprite->pos.Y, pSprite->z); // try return to master } } } diff --git a/source/games/blood/src/aizomba.cpp b/source/games/blood/src/aizomba.cpp index 54269cfc6..843289032 100644 --- a/source/games/blood/src/aizomba.cpp +++ b/source/games/blood/src/aizomba.cpp @@ -67,7 +67,7 @@ void HackSeqCallback(int, DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->type); int tx = pXSprite->targetX - pSprite->pos.X; - int ty = pXSprite->targetY - pSprite->y; + int ty = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(tx, ty); int height = (pSprite->yrepeat * pDudeInfo->eyeHeight) << 2; int height2 = (pTarget->yrepeat * pDudeInfoT->eyeHeight) << 2; @@ -97,7 +97,7 @@ static void zombaThinkGoto(DBloodActor* actor) assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -120,7 +120,7 @@ static void zombaThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -141,7 +141,7 @@ static void zombaThinkChase(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (abs(nDeltaAngle) <= pDudeInfo->periphery) { @@ -171,7 +171,7 @@ static void zombaThinkPonder(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -188,7 +188,7 @@ static void zombaThinkPonder(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (abs(nDeltaAngle) <= pDudeInfo->periphery) { @@ -221,15 +221,15 @@ static void myThinkTarget(DBloodActor* actor) if (owneractor == nullptr || owneractor == pPlayer->actor || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->pSprite->pos.X; - int y = pPlayer->pSprite->y; + int y = pPlayer->pSprite->pos.Y; int z = pPlayer->pSprite->z; auto pSector = pPlayer->pSprite->sector(); int dx = x - pSprite->pos.X; - int dy = y - pSprite->y; + int dy = y - pSprite->pos.Y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; - if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) + if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->pos.Y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector())) continue; int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) @@ -278,7 +278,7 @@ static void entryEStand(DBloodActor* actor) auto pXSprite = &actor->x(); auto pSprite = &actor->s(); sfxPlay3DSound(actor, 1100, -1, 0); - pSprite->ang = getangle(pXSprite->targetX - pSprite->pos.X, pXSprite->targetY - pSprite->y); + pSprite->ang = getangle(pXSprite->targetX - pSprite->pos.X, pXSprite->targetY - pSprite->pos.Y); } END_BLD_NS diff --git a/source/games/blood/src/aizombf.cpp b/source/games/blood/src/aizombf.cpp index 469270fdf..bbae5373e 100644 --- a/source/games/blood/src/aizombf.cpp +++ b/source/games/blood/src/aizombf.cpp @@ -70,7 +70,7 @@ void PukeSeqCallback(int, DBloodActor* actor) int height = (pDudeInfo->eyeHeight * pSprite->yrepeat); int height2 = (pDudeInfoT->eyeHeight * pTarget->yrepeat); int tx = pXSprite->targetX - pSprite->pos.X; - int ty = pXSprite->targetY - pSprite->y; + int ty = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(tx, ty); int dx = bcos(nAngle); int dy = bsin(nAngle); @@ -98,7 +98,7 @@ static void zombfThinkGoto(DBloodActor* actor) assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->pos.X; - int dy = pXSprite->targetY - pSprite->y; + int dy = pXSprite->targetY - pSprite->pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -121,7 +121,7 @@ static void zombfThinkChase(DBloodActor* actor) spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->pos.X - pSprite->pos.X; - int dy = pTarget->y - pSprite->y; + int dy = pTarget->pos.Y - pSprite->pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { @@ -138,7 +138,7 @@ static void zombfThinkChase(DBloodActor* actor) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; - if (cansee(pTarget->pos.X, pTarget->y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->y, pSprite->z - height, pSprite->sector())) + if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - height, pSprite->sector())) { if (abs(nDeltaAngle) <= pDudeInfo->periphery) { diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp index bbd4892d7..26a15e2e9 100644 --- a/source/games/blood/src/animatesprite.cpp +++ b/source/games/blood/src/animatesprite.cpp @@ -90,7 +90,7 @@ tspritetype* viewInsertTSprite(tspritetype* tsprite, int& spritesortcnt, sectort pTSprite->ang = parentTSprite->ang; } pTSprite->pos.X += Cos(gCameraAng)>>25; - pTSprite->y += Sin(gCameraAng)>>25; + pTSprite->pos.Y += Sin(gCameraAng)>>25; return pTSprite; } @@ -172,7 +172,7 @@ static tspritetype *viewAddEffect(tspritetype* tsprite, int& spritesortcnt, int RotateYZ(&x, &y, &z, nRand1); RotateXZ(&x, &y, &z, nRand2); pNSprite->pos.X = pTSprite->pos.X + x; - pNSprite->y = pTSprite->y + y; + pNSprite->pos.Y = pTSprite->pos.Y + y; pNSprite->z = pTSprite->z + (z<<4); pNSprite->picnum = 1720; pNSprite->shade = -128; @@ -274,10 +274,10 @@ static tspritetype *viewAddEffect(tspritetype* tsprite, int& spritesortcnt, int int x = MulScale(nLen, Cos(nAng), 30); pNSprite->pos.X = pTSprite->pos.X + x; int y = MulScale(nLen, Sin(nAng), 30); - pNSprite->y = pTSprite->y + y; + pNSprite->pos.Y = pTSprite->pos.Y + y; pNSprite->z = pTSprite->z; assert(pSector); - FindSector(pNSprite->pos.X, pNSprite->y, pNSprite->z, &pSector); + FindSector(pNSprite->pos.X, pNSprite->pos.Y, pNSprite->z, &pSector); pNSprite->setsector(pSector); pNSprite->ownerActor = pTSprite->ownerActor; pNSprite->picnum = pTSprite->picnum; @@ -378,7 +378,7 @@ static tspritetype *viewAddEffect(tspritetype* tsprite, int& spritesortcnt, int if (!pNSprite) break; - pNSprite->z = getflorzofslopeptr(pTSprite->sector(), pNSprite->pos.X, pNSprite->y); + pNSprite->z = getflorzofslopeptr(pTSprite->sector(), pNSprite->pos.X, pNSprite->pos.Y); pNSprite->shade = 127; pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT; pNSprite->xrepeat = pTSprite->xrepeat; @@ -414,7 +414,7 @@ static tspritetype *viewAddEffect(tspritetype* tsprite, int& spritesortcnt, int sectortype *pSector = pTSprite->sector(); pNSprite->pos.X = pTSprite->pos.X; - pNSprite->y = pTSprite->y; + pNSprite->pos.Y = pTSprite->pos.Y; pNSprite->z = pSector->ceilingz; pNSprite->picnum = 624; pNSprite->shade = ((pTSprite->z-pSector->ceilingz)>>8)-64; @@ -433,7 +433,7 @@ static tspritetype *viewAddEffect(tspritetype* tsprite, int& spritesortcnt, int sectortype *pSector = pTSprite->sector(); pNSprite->pos.X = pTSprite->pos.X; - pNSprite->y = pTSprite->y; + pNSprite->pos.Y = pTSprite->pos.Y; pNSprite->z = pSector->floorz; pNSprite->picnum = 624; uint8_t nShade = (pSector->floorz-pTSprite->z)>>8; @@ -472,7 +472,7 @@ static tspritetype *viewAddEffect(tspritetype* tsprite, int& spritesortcnt, int break; pNSprite->pos.X = pTSprite->pos.X; - pNSprite->y = pTSprite->y; + pNSprite->pos.Y = pTSprite->pos.Y; pNSprite->z = pTSprite->z-(32<<8); pNSprite->z -= weaponIcon.zOffset<<8; // offset up pNSprite->picnum = nTile; @@ -489,7 +489,7 @@ static tspritetype *viewAddEffect(tspritetype* tsprite, int& spritesortcnt, int if (pPlayer->curWeapon == kWeapLifeLeech) // position lifeleech behind player { pNSprite->pos.X += MulScale(128, Cos(gView->pSprite->ang), 30); - pNSprite->y += MulScale(128, Sin(gView->pSprite->ang), 30); + pNSprite->pos.Y += MulScale(128, Sin(gView->pSprite->ang), 30); } if ((pPlayer->curWeapon == kWeapLifeLeech) || (pPlayer->curWeapon == kWeapVoodooDoll)) // make lifeleech/voodoo doll always face viewer like sprite pNSprite->ang = (pNSprite->ang + 512) & 2047; // offset angle 90 degrees @@ -572,7 +572,7 @@ void viewProcessSprites(tspritetype* tsprite, int& spritesortcnt, int32_t cX, in break; } int dX = cX - pTSprite->pos.X; - int dY = cY - pTSprite->y; + int dY = cY - pTSprite->pos.Y; RotateVector(&dX, &dY, 128-pTSprite->ang); nAnim = GetOctant(dX, dY); if (nAnim <= 4) @@ -594,7 +594,7 @@ void viewProcessSprites(tspritetype* tsprite, int& spritesortcnt, int32_t cX, in break; } int dX = cX - pTSprite->pos.X; - int dY = cY - pTSprite->y; + int dY = cY - pTSprite->pos.Y; RotateVector(&dX, &dY, 128-pTSprite->ang); nAnim = GetOctant(dX, dY); break; @@ -610,7 +610,7 @@ void viewProcessSprites(tspritetype* tsprite, int& spritesortcnt, int32_t cX, in { int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); - if (getflorzofslopeptr(pTSprite->sector(), pTSprite->pos.X, pTSprite->y) > bottom) + if (getflorzofslopeptr(pTSprite->sector(), pTSprite->pos.X, pTSprite->pos.Y) > bottom) nAnim = 1; } break; @@ -864,7 +864,7 @@ void viewProcessSprites(tspritetype* tsprite, int& spritesortcnt, int32_t cX, in if (pNTSprite) { POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture]; pNTSprite->pos.X += MulScale(pPosture->zOffset, Cos(pTSprite->ang), 28); - pNTSprite->y += MulScale(pPosture->zOffset, Sin(pTSprite->ang), 28); + pNTSprite->pos.Y += MulScale(pPosture->zOffset, Sin(pTSprite->ang), 28); pNTSprite->z = pPlayer->pSprite->z-pPosture->xOffset; } } @@ -890,7 +890,7 @@ void viewProcessSprites(tspritetype* tsprite, int& spritesortcnt, int32_t cX, in } if (pTSprite->ownerActor != gView->actor || gViewPos != VIEWPOS_0) { - if (getflorzofslopeptr(pTSprite->sector(), pTSprite->pos.X, pTSprite->y) >= cZ) + if (getflorzofslopeptr(pTSprite->sector(), pTSprite->pos.X, pTSprite->pos.Y) >= cZ) { viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShadow); } @@ -922,7 +922,7 @@ void viewProcessSprites(tspritetype* tsprite, int& spritesortcnt, int32_t cX, in if (pTSprite->type < kThingBase || pTSprite->type >= kThingMax || owneractor->hit.florhit.type == kHitNone) { - if ((pTSprite->flags & kPhysMove) && getflorzofslopeptr(pTSprite->sector(), pTSprite->pos.X, pTSprite->y) >= cZ) + if ((pTSprite->flags & kPhysMove) && getflorzofslopeptr(pTSprite->sector(), pTSprite->pos.X, pTSprite->pos.Y) >= cZ) viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShadow); } } @@ -939,7 +939,7 @@ void viewProcessSprites(tspritetype* tsprite, int& spritesortcnt, int32_t cX, in case 1: { int dX = cX - pTSprite->pos.X; - int dY = cY - pTSprite->y; + int dY = cY - pTSprite->pos.Y; RotateVector(&dX, &dY, 128-pTSprite->ang); nAnim = GetOctant(dX, dY); if (nAnim <= 4) @@ -956,7 +956,7 @@ void viewProcessSprites(tspritetype* tsprite, int& spritesortcnt, int32_t cX, in case 2: { int dX = cX - pTSprite->pos.X; - int dY = cY - pTSprite->y; + int dY = cY - pTSprite->pos.Y; RotateVector(&dX, &dY, 128-pTSprite->ang); nAnim = GetOctant(dX, dY); break; diff --git a/source/games/blood/src/asound.cpp b/source/games/blood/src/asound.cpp index 9aa26bb6b..c2308c6be 100644 --- a/source/games/blood/src/asound.cpp +++ b/source/games/blood/src/asound.cpp @@ -57,7 +57,7 @@ void ambProcess(void) if (pXSprite->state) { int dx = pSprite->pos.X-gMe->pSprite->pos.X; - int dy = pSprite->y-gMe->pSprite->y; + int dy = pSprite->pos.Y-gMe->pSprite->pos.Y; int dz = pSprite->z-gMe->pSprite->z; dx >>= 4; dy >>= 4; diff --git a/source/games/blood/src/callback.cpp b/source/games/blood/src/callback.cpp index 336b83835..85f7200e3 100644 --- a/source/games/blood/src/callback.cpp +++ b/source/games/blood/src/callback.cpp @@ -44,7 +44,7 @@ void fxFlameLick(DBloodActor* actor, sectortype*) // 0 int dx = MulScale(nDist, Cos(nAngle), 30); int dy = MulScale(nDist, Sin(nAngle), 30); int x = pSprite->pos.X + dx; - int y = pSprite->y + dy; + int y = pSprite->pos.Y + dy; int z = bottom-Random(bottom-top); auto pFX = gFX.fxSpawnActor(FX_32, pSprite->sector(), x, y, z, 0); if (pFX) @@ -105,7 +105,7 @@ void fxFlareSpark(DBloodActor* actor, sectortype*) // 3 { if (!actor) return; spritetype *pSprite = &actor->s(); - auto pFX = gFX.fxSpawnActor(FX_28, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + auto pFX = gFX.fxSpawnActor(FX_28, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (pFX) { pFX->xvel = actor->xvel + Random2(0x1aaaa); @@ -119,7 +119,7 @@ void fxFlareSparkLite(DBloodActor* actor, sectortype*) // 4 { if (!actor) return; spritetype *pSprite = &actor->s(); - auto pFX = gFX.fxSpawnActor(FX_28, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + auto pFX = gFX.fxSpawnActor(FX_28, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (pFX) { pFX->xvel = actor->xvel + Random2(0x1aaaa); @@ -137,7 +137,7 @@ void fxZombieBloodSpurt(DBloodActor* actor, sectortype*) // 5 XSPRITE *pXSprite = &actor->x(); int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); - auto pFX = gFX.fxSpawnActor(FX_27, pSprite->sector(), pSprite->pos.X, pSprite->y, top, 0); + auto pFX = gFX.fxSpawnActor(FX_27, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, top, 0); if (pFX) { pFX->xvel = actor->xvel + Random2(0x11111); @@ -161,7 +161,7 @@ void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6 { if (!actor) return; spritetype *pSprite = &actor->s(); - auto pFX = gFX.fxSpawnActor(FX_27, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + auto pFX = gFX.fxSpawnActor(FX_27, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (pFX) { pFX->spr.ang = 0; @@ -177,7 +177,7 @@ void fxArcSpark(DBloodActor* actor, sectortype*) // 7 { if (!actor) return; spritetype* pSprite = &actor->s(); - auto pFX = gFX.fxSpawnActor(FX_15, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + auto pFX = gFX.fxSpawnActor(FX_15, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (pFX) { pFX->xvel = actor->xvel + Random2(0x10000); @@ -196,7 +196,7 @@ void fxDynPuff(DBloodActor* actor, sectortype*) // 8 { int nDist = (pSprite->xrepeat*(tileWidth(pSprite->picnum)/2))>>2; int x = pSprite->pos.X + MulScale(nDist, Cos(pSprite->ang-512), 30); - int y = pSprite->y + MulScale(nDist, Sin(pSprite->ang-512), 30); + int y = pSprite->pos.Y + MulScale(nDist, Sin(pSprite->ang-512), 30); int z = pSprite->z; auto pFX = gFX.fxSpawnActor(FX_7, pSprite->sector(), x, y, z, 0); if (pFX) @@ -286,7 +286,7 @@ void Respawn(DBloodActor* actor, sectortype*) // 9 pSprite->cstat &= ~CSTAT_SPRITE_INVISIBLE; } - gFX.fxSpawnActor(FX_29, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + gFX.fxSpawnActor(FX_29, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); sfxPlay3DSound(actor, 350, -1, 0); break; } @@ -310,7 +310,7 @@ void PlayerBubble(DBloodActor* actor, sectortype*) // 10 int nDist = (pSprite->xrepeat*(tileWidth(pSprite->picnum)/2))>>2; int nAngle = Random(2048); int x = pSprite->pos.X + MulScale(nDist, Cos(nAngle), 30); - int y = pSprite->y + MulScale(nDist, Sin(nAngle), 30); + int y = pSprite->pos.Y + MulScale(nDist, Sin(nAngle), 30); int z = bottom-Random(bottom-top); auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23+Random(3)), pSprite->sector(), x, y, z, 0); if (pFX) @@ -335,7 +335,7 @@ void EnemyBubble(DBloodActor* actor, sectortype*) // 11 int nDist = (pSprite->xrepeat*(tileWidth(pSprite->picnum)/2))>>2; int nAngle = Random(2048); int x = pSprite->pos.X + MulScale(nDist, Cos(nAngle), 30); - int y = pSprite->y + MulScale(nDist, Sin(nAngle), 30); + int y = pSprite->pos.Y + MulScale(nDist, Sin(nAngle), 30); int z = bottom-Random(bottom-top); auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23+Random(3)), pSprite->sector(), x, y, z, 0); if (pFX) @@ -397,7 +397,7 @@ void fxBloodBits(DBloodActor* actor, sectortype*) // 14 int nAngle = Random(2048); int nDist = Random(16)<<4; int x = pSprite->pos.X+MulScale(nDist, Cos(nAngle), 28); - int y = pSprite->y+MulScale(nDist, Sin(nAngle), 28); + int y = pSprite->pos.Y+MulScale(nDist, Sin(nAngle), 28); gFX.fxSpawnActor(FX_48, pSprite->sector(), x, y, pSprite->z, 0); if (pSprite->ang == 1024) { @@ -418,7 +418,7 @@ void fxTeslaAlt(DBloodActor* actor, sectortype*) // 15 { if (!actor) return; spritetype* pSprite = &actor->s(); - auto pFX = gFX.fxSpawnActor(FX_49, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + auto pFX = gFX.fxSpawnActor(FX_49, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (pFX) { pFX->xvel = actor->xvel + Random2(0x1aaaa); @@ -527,9 +527,9 @@ void fxPodBloodSpray(DBloodActor* actor, sectortype*) // 18 spritetype* pSprite = &actor->s(); DBloodActor* pFX; if (pSprite->type == 53) - pFX = gFX.fxSpawnActor(FX_53, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + pFX = gFX.fxSpawnActor(FX_53, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); else - pFX = gFX.fxSpawnActor(FX_54, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + pFX = gFX.fxSpawnActor(FX_54, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (pFX) { pFX->spr.ang = 0; @@ -554,7 +554,7 @@ void fxPodBloodSplat(DBloodActor* actor, sectortype*) // 19 int nAngle = Random(2048); int nDist = Random(16)<<4; int x = pSprite->pos.X+MulScale(nDist, Cos(nAngle), 28); - int y = pSprite->y+MulScale(nDist, Sin(nAngle), 28); + int y = pSprite->pos.Y+MulScale(nDist, Sin(nAngle), 28); if (pSprite->ang == 1024) { int nChannel = 28 + (actor->GetIndex() & 2); @@ -603,7 +603,7 @@ void sub_76A08(DBloodActor *actor, DBloodActor *actor2, PLAYER *pPlayer) // ??? auto pSprite2 = &actor2->s(); GetSpriteExtents(pSprite, &top, &bottom); pSprite->pos.X = pSprite2->pos.X; - pSprite->y = pSprite2->y; + pSprite->pos.Y = pSprite2->pos.Y; pSprite->z = pSprite2->sector()->floorz-(bottom-pSprite->z); pSprite->ang = pSprite2->ang; ChangeActorSect(actor, pSprite2->sector()); @@ -638,7 +638,7 @@ void DropVoodooCb(DBloodActor* actor, sectortype*) // unused evPostActor(actor, 0, kCallbackRemove); return; } - pSprite->ang = getangle(pOwner->pos.X-pSprite->pos.X, pOwner->y-pSprite->y); + pSprite->ang = getangle(pOwner->pos.X-pSprite->pos.X, pOwner->pos.Y-pSprite->pos.Y); if (actor->hasX()) { XSPRITE *pXSprite = &actor->x(); diff --git a/source/games/blood/src/db.cpp b/source/games/blood/src/db.cpp index d321c5805..6fff9cdff 100644 --- a/source/games/blood/src/db.cpp +++ b/source/games/blood/src/db.cpp @@ -522,7 +522,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect auto pSprite = &sprites.sprites[i]; pSprite->clear(); pSprite->pos.X = LittleLong(load.x); - pSprite->y = LittleLong(load.y); + pSprite->pos.Y = LittleLong(load.y); pSprite->z = LittleLong(load.z); pSprite->cstat = ESpriteFlags::FromInt(LittleShort(load.cstat)); pSprite->picnum = LittleShort(load.picnum); diff --git a/source/games/blood/src/fx.cpp b/source/games/blood/src/fx.cpp index 549bda4a9..8724d30e7 100644 --- a/source/games/blood/src/fx.cpp +++ b/source/games/blood/src/fx.cpp @@ -202,18 +202,18 @@ void CFX::fxProcess(void) FXDATA *pFXData = &gFXData[pSprite->type]; actAirDrag(actor, pFXData->drag); pSprite->pos.X += actor->xvel>>12; - pSprite->y += actor->yvel>>12; + pSprite->pos.Y += actor->yvel>>12; pSprite->z += actor->zvel>>8; // Weird... if (actor->xvel || (actor->yvel && pSprite->z >= pSprite->sector()->floorz)) { - updatesector(pSprite->pos.X, pSprite->y, &pSector); + updatesector(pSprite->pos.X, pSprite->pos.Y, &pSector); if (pSector == nullptr) { remove(actor); continue; } - if (getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y) <= pSprite->z) + if (getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y) <= pSprite->z) { if (pFXData->funcID < 0 || pFXData->funcID >= kCallbackMax) { @@ -232,7 +232,7 @@ void CFX::fxProcess(void) if (actor->xvel || actor->yvel || actor->zvel) { int32_t floorZ, ceilZ; - getzsofslopeptr(pSector, pSprite->pos.X, pSprite->y, &ceilZ, &floorZ); + getzsofslopeptr(pSector, pSprite->pos.X, pSprite->pos.Y, &ceilZ, &floorZ); if (ceilZ > pSprite->z && !(pSector->ceilingstat & CSTAT_SECTOR_SKY)) { remove(actor); @@ -259,11 +259,11 @@ void fxSpawnBlood(DBloodActor *actor, int ) if (!pSprite->insector()) return; auto pSector = pSprite->sector(); - if (!FindSector(pSprite->pos.X, pSprite->y, pSprite->z, &pSector)) + if (!FindSector(pSprite->pos.X, pSprite->pos.Y, pSprite->z, &pSector)) return; if (adult_lockout && gGameOptions.nGameType <= 0) return; - auto bloodactor = gFX.fxSpawnActor(FX_27, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + auto bloodactor = gFX.fxSpawnActor(FX_27, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (bloodactor) { bloodactor->spr.ang = 1024; @@ -280,15 +280,15 @@ void fxSpawnPodStuff(DBloodActor* actor, int ) if (!pSprite->insector()) return; auto pSector = pSprite->sector(); - if (!FindSector(pSprite->pos.X, pSprite->y, pSprite->z, &pSector)) + if (!FindSector(pSprite->pos.X, pSprite->pos.Y, pSprite->z, &pSector)) return; if (adult_lockout && gGameOptions.nGameType <= 0) return; DBloodActor *spawnactor; if (pSprite->type == kDudePodGreen) - spawnactor = gFX.fxSpawnActor(FX_53, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + spawnactor = gFX.fxSpawnActor(FX_53, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); else - spawnactor = gFX.fxSpawnActor(FX_54, pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + spawnactor = gFX.fxSpawnActor(FX_54, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (spawnactor) { spawnactor->spr.ang = 1024; @@ -303,7 +303,7 @@ void fxSpawnEjectingBrass(DBloodActor* actor, int z, int a3, int a4) { auto pSprite = &actor->s(); int x = pSprite->pos.X + MulScale(pSprite->clipdist - 4, Cos(pSprite->ang), 28); - int y = pSprite->y + MulScale(pSprite->clipdist - 4, Sin(pSprite->ang), 28); + int y = pSprite->pos.Y + MulScale(pSprite->clipdist - 4, Sin(pSprite->ang), 28); x += MulScale(a3, Cos(pSprite->ang + 512), 30); y += MulScale(a3, Sin(pSprite->ang + 512), 30); auto pBrass = gFX.fxSpawnActor((FX_ID)(FX_37 + Random(3)), pSprite->sector(), x, y, z, 0); @@ -323,7 +323,7 @@ void fxSpawnEjectingShell(DBloodActor* actor, int z, int a3, int a4) { auto pSprite = &actor->s(); int x = pSprite->pos.X + MulScale(pSprite->clipdist - 4, Cos(pSprite->ang), 28); - int y = pSprite->y + MulScale(pSprite->clipdist - 4, Sin(pSprite->ang), 28); + int y = pSprite->pos.Y + MulScale(pSprite->clipdist - 4, Sin(pSprite->ang), 28); x += MulScale(a3, Cos(pSprite->ang + 512), 30); y += MulScale(a3, Sin(pSprite->ang + 512), 30); auto pShell = gFX.fxSpawnActor((FX_ID)(FX_40 + Random(3)), pSprite->sector(), x, y, z, 0); diff --git a/source/games/blood/src/gameutil.cpp b/source/games/blood/src/gameutil.cpp index bac33ff9d..daa9687fa 100644 --- a/source/games/blood/src/gameutil.cpp +++ b/source/games/blood/src/gameutil.cpp @@ -109,7 +109,7 @@ bool CheckProximity(DBloodActor *actor, int nX, int nY, int nZ, sectortype* pSec int oX = abs(nX-pSprite->pos.X)>>4; if (oX >= nDist) return 0; - int oY = abs(nY-pSprite->y)>>4; + int oY = abs(nY-pSprite->pos.Y)>>4; if (oY >= nDist) return 0; int oZ = abs(nZ-pSprite->z)>>8; @@ -119,11 +119,11 @@ bool CheckProximity(DBloodActor *actor, int nX, int nY, int nZ, sectortype* pSec int bottom, top; GetActorExtents(actor, &top, &bottom); - if (cansee(pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), nX, nY, nZ, pSector)) + if (cansee(pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), nX, nY, nZ, pSector)) return 1; - if (cansee(pSprite->pos.X, pSprite->y, bottom, pSprite->sector(), nX, nY, nZ, pSector)) + if (cansee(pSprite->pos.X, pSprite->pos.Y, bottom, pSprite->sector(), nX, nY, nZ, pSector)) return 1; - if (cansee(pSprite->pos.X, pSprite->y, top, pSprite->sector(), nX, nY, nZ, pSector)) + if (cansee(pSprite->pos.X, pSprite->pos.Y, top, pSprite->sector(), nX, nY, nZ, pSector)) return 1; return 0; } @@ -342,7 +342,7 @@ int HitScan(DBloodActor *actor, int z, int dx, int dy, int dz, unsigned int nMas assert(dx != 0 || dy != 0); gHitInfo.clearObj(); int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; auto bakCstat = pSprite->cstat; pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN; if (nRange) @@ -386,7 +386,7 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in assert(pSprite != NULL); gHitInfo.clearObj(); int x1 = pSprite->pos.X+MulScale(nOffset, Cos(pSprite->ang+512), 30); - int y1 = pSprite->y+MulScale(nOffset, Sin(pSprite->ang+512), 30); + int y1 = pSprite->pos.Y+MulScale(nOffset, Sin(pSprite->ang+512), 30); int z1 = pSprite->z+nZOffset; auto bakCstat = pSprite->cstat; pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN; @@ -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->pos.X, gHitInfo.hitpos.Y - pSprite->y) > nRange) + if (nRange && approxDist(gHitInfo.hitpos.X - pSprite->pos.X, gHitInfo.hitpos.Y - pSprite->pos.Y) > nRange) return -1; if (gHitInfo.actor() != nullptr) { @@ -433,7 +433,7 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in { int width = (tileWidth(nPicnum)*pOther->xrepeat)>>2; width = (width*3)/4; - int check1 = ((y1 - pOther->y)*dx - (x1 - pOther->pos.X)*dy) / ksqrt(dx*dx+dy*dy); + int check1 = ((y1 - pOther->pos.Y)*dx - (x1 - pOther->pos.X)*dy) / ksqrt(dx*dx+dy*dy); assert(width > 0); int width2 = scale(check1, tileWidth(nPicnum), width); int nOffset = tileLeftOffset(nPicnum); @@ -528,7 +528,7 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in auto link = actor->GetOwner(); gHitInfo.clearObj(); x1 = gHitInfo.hitpos.X + link->spr.pos.X - actor->spr.pos.X; - y1 = gHitInfo.hitpos.Y + link->spr.y - actor->spr.y; + y1 = gHitInfo.hitpos.Y + link->spr.pos.Y - actor->spr.pos.Y; z1 = gHitInfo.hitpos.Z + link->spr.z - actor->spr.z; pos = { x1, y1, z1 }; hitscan(pos, link->spr.sector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1); @@ -542,7 +542,7 @@ int VectorScan(DBloodActor *actor, int nOffset, int nZOffset, int dx, int dy, in auto link = actor->GetOwner(); gHitInfo.clearObj(); x1 = gHitInfo.hitpos.X + link->spr.pos.X - actor->spr.pos.X; - y1 = gHitInfo.hitpos.Y + link->spr.y - actor->spr.y; + y1 = gHitInfo.hitpos.Y + link->spr.pos.Y - actor->spr.pos.Y; z1 = gHitInfo.hitpos.Z + link->spr.z - actor->spr.z; pos = { x1, y1, z1 }; hitscan(pos, link->spr.sector(), { dx, dy, dz << 4 }, gHitInfo, CLIPMASK1); diff --git a/source/games/blood/src/gib.cpp b/source/games/blood/src/gib.cpp index 9ab213b9a..cc335f9d6 100644 --- a/source/games/blood/src/gib.cpp +++ b/source/games/blood/src/gib.cpp @@ -269,7 +269,7 @@ void GibFX(DBloodActor* actor, GIBFX *pGFX, CGibPosition *pPos, CGibVelocity *pV auto pSector = pSprite->sector(); if (adult_lockout && gGameOptions.nGameType == 0 && pGFX->fxId == FX_13) return; - CGibPosition gPos(pSprite->pos.X, pSprite->y, pSprite->z); + CGibPosition gPos(pSprite->pos.X, pSprite->pos.Y, pSprite->z); if (pPos) gPos = *pPos; int32_t ceilZ, floorZ; @@ -285,7 +285,7 @@ void GibFX(DBloodActor* actor, GIBFX *pGFX, CGibPosition *pPos, CGibVelocity *pV { int nAngle = Random(2048); gPos.x = pSprite->pos.X+MulScale(pSprite->clipdist<<2, Cos(nAngle), 30); - gPos.y = pSprite->y+MulScale(pSprite->clipdist<<2, Sin(nAngle), 30); + gPos.y = pSprite->pos.Y+MulScale(pSprite->clipdist<<2, Sin(nAngle), 30); gPos.z = bottom-Random(bottom-top); } auto pFX = gFX.fxSpawnActor(pGFX->fxId, pSector, gPos.x, gPos.y, gPos.z, 0); @@ -351,7 +351,7 @@ void GibThing(DBloodActor* actor, GIBTHING *pGThing, CGibPosition *pPos, CGibVel { int nAngle = Random(2048); x = pSprite->pos.X+MulScale(pSprite->clipdist<<2, Cos(nAngle), 30); - y = pSprite->y+MulScale(pSprite->clipdist<<2, Sin(nAngle), 30); + y = pSprite->pos.Y+MulScale(pSprite->clipdist<<2, Sin(nAngle), 30); z = bottom-Random(bottom-top); } else diff --git a/source/games/blood/src/mirrors.cpp b/source/games/blood/src/mirrors.cpp index 8cda65e8f..3ed487642 100644 --- a/source/games/blood/src/mirrors.cpp +++ b/source/games/blood/src/mirrors.cpp @@ -126,7 +126,7 @@ void InitMirrors(void) I_Error("Lower link sector %d doesn't have mirror picnum\n", j); mirror[mirrorcnt].type = 2; mirror[mirrorcnt].dx = link2->spr.pos.X - link->spr.pos.X; - mirror[mirrorcnt].dy = link2->spr.y - link->spr.y; + mirror[mirrorcnt].dy = link2->spr.pos.Y - link->spr.pos.Y; mirror[mirrorcnt].dz = link2->spr.z - link->spr.z; mirror[mirrorcnt].wallnum = i; mirror[mirrorcnt].link = j; @@ -136,7 +136,7 @@ void InitMirrors(void) mirrorcnt++; mirror[mirrorcnt].type = 1; mirror[mirrorcnt].dx = link->spr.pos.X - link2->spr.pos.X; - mirror[mirrorcnt].dy = link->spr.y - link2->spr.y; + mirror[mirrorcnt].dy = link->spr.pos.Y - link2->spr.pos.Y; mirror[mirrorcnt].dz = link->spr.z - link2->spr.z; mirror[mirrorcnt].wallnum = j; mirror[mirrorcnt].link = i; diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index e7e1d2b94..dd07b1b82 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -271,12 +271,12 @@ static DBloodActor* nnExtSpawnDude(DBloodActor* sourceActor, DBloodActor* origin if (a3 < 0) { x = pOrigin->pos.X; - y = pOrigin->y; + y = pOrigin->pos.Y; } else { x = pOrigin->pos.X + mulscale30r(Cos(angle), a3); - y = pOrigin->y + mulscale30r(Sin(angle), a3); + y = pOrigin->pos.Y + mulscale30r(Sin(angle), a3); } vec3_t pos = { x, y, z }; @@ -969,7 +969,7 @@ static DBloodActor* randomDropPickupObject(DBloodActor* sourceactor, int prevIte pXSource->dropMsg = uint8_t(pSprite2->type); // store dropped item type in dropMsg pSprite2->pos.X = pSource->pos.X; - pSprite2->y = pSource->y; + pSprite2->pos.Y = pSource->pos.Y; pSprite2->z = pSource->z; if ((pSource->flags & kModernTypeFlag1) && (pXSource->txID > 0 || (pXSource->txID != 3 && pXSource->lockMsg > 0))) @@ -1179,7 +1179,7 @@ void nnExtProcessSuperSprites() int okDist = (pProx->IsDudeActor()) ? 96 : ClipLow(pProxSpr->clipdist * 3, 32); int x = pProxSpr->pos.X; - int y = pProxSpr->y; + int y = pProxSpr->pos.Y; int z = pProxSpr->z; auto pSect = pProxSpr->sector(); @@ -1237,7 +1237,7 @@ void nnExtProcessSuperSprites() } int x = pSightSpr->pos.X; - int y = pSightSpr->y; + int y = pSightSpr->pos.Y; int z = pSightSpr->z; auto pSightSect = pSightSpr->sector(); int ztop2, zbot2; @@ -1250,7 +1250,7 @@ void nnExtProcessSuperSprites() spritetype* pPlaySprite = pPlayer->pSprite; GetSpriteExtents(pPlaySprite, &ztop2, &zbot2); - if (cansee(x, y, z, pSightSect, pPlaySprite->pos.X, pPlaySprite->y, ztop2, pPlaySprite->sector())) + if (cansee(x, y, z, pSightSect, pPlaySprite->pos.X, pPlaySprite->pos.Y, ztop2, pPlaySprite->sector())) { if (pXSightSpr->Sight) { @@ -1315,7 +1315,7 @@ void nnExtProcessSuperSprites() if (pXSector != nullptr) { if ((uwater = pXSector->Underwater) != 0) airVel <<= 6; - if (pXSector->panVel != 0 && getflorzofslopeptr(pDebris->sector(), pDebris->pos.X, pDebris->y) <= bottom) + if (pXSector->panVel != 0 && getflorzofslopeptr(pDebris->sector(), pDebris->pos.X, pDebris->pos.Y) <= bottom) { int angle = pXSector->panAngle; int speed = 0; if (pXSector->panAlways || pXSector->state || pXSector->busy) @@ -1380,8 +1380,8 @@ void nnExtProcessSuperSprites() else if (ang > pXDebris->goalAng) pDebris->ang = ClipLow(ang - angStep, pXDebris->goalAng); auto pSector = pDebris->sector(); - int cz = getceilzofslopeptr(pSector, pDebris->pos.X, pDebris->y); - int fz = getflorzofslopeptr(pSector, pDebris->pos.X, pDebris->y); + int cz = getceilzofslopeptr(pSector, pDebris->pos.X, pDebris->pos.Y); + int fz = getflorzofslopeptr(pSector, pDebris->pos.X, pDebris->pos.Y); GetActorExtents(debrisactor, &top, &bottom); if (fz >= bottom && pSector->lowerLink == nullptr && !(pSector->ceilingstat & CSTAT_SECTOR_SKY)) pDebris->z += ClipLow(cz - top, 0); @@ -1587,7 +1587,7 @@ void debrisConcuss(DBloodActor* owneractor, int listIndex, int x, int y, int z, if (actor != nullptr && actor->hasX()) { spritetype* pSprite = &actor->s(); - int dx = pSprite->pos.X - x; int dy = pSprite->y - y; int dz = (pSprite->z - z) >> 4; + int dx = pSprite->pos.X - x; int dy = pSprite->pos.Y - y; int dz = (pSprite->z - z) >> 4; dmg = scale(0x40000, dmg, 0x40000 + dx * dx + dy * dy + dz * dz); bool thing = (pSprite->type >= kThingBase && pSprite->type < kThingMax); int size = (tileWidth(pSprite->picnum) * pSprite->xrepeat * tileHeight(pSprite->picnum) * pSprite->yrepeat) >> 1; @@ -1630,7 +1630,7 @@ void debrisBubble(DBloodActor* actor) int nDist = (pSprite->xrepeat * (tileWidth(pSprite->picnum) >> 1)) >> 2; int nAngle = Random(2048); int x = pSprite->pos.X + MulScale(nDist, Cos(nAngle), 30); - int y = pSprite->y + MulScale(nDist, Sin(nAngle), 30); + int y = pSprite->pos.Y + MulScale(nDist, Sin(nAngle), 30); int z = bottom - Random(bottom - top); auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), pSprite->sector(), x, y, z, 0); if (pFX) { @@ -1713,7 +1713,7 @@ void debrisMove(int listIndex) } } - else if (!FindSector(pSprite->pos.X, pSprite->y, pSprite->z, &pSector)) + else if (!FindSector(pSprite->pos.X, pSprite->pos.Y, pSprite->z, &pSector)) { return; } @@ -1739,8 +1739,8 @@ void debrisMove(int listIndex) if ((pXSprite->physAttr & kPhysDebrisSwim) && uwater) { int vc = 0; - int cz = getceilzofslopeptr(pSector, pSprite->pos.X, pSprite->y); - int fz = getflorzofslopeptr(pSector, pSprite->pos.X, pSprite->y); + int cz = getceilzofslopeptr(pSector, pSprite->pos.X, pSprite->pos.Y); + int fz = getflorzofslopeptr(pSector, pSprite->pos.X, pSprite->pos.Y); int div = ClipLow(bottom - top, 1); if (pSector->lowerLink) cz += (cz < 0) ? 0x500 : -0x500; @@ -1818,17 +1818,17 @@ void debrisMove(int listIndex) switch (tileGetSurfType(floorColl)) { case kSurfLava: - if ((pFX = gFX.fxSpawnActor(FX_10, pSprite->sector(), pSprite->pos.X, pSprite->y, floorZ, 0)) == NULL) break; + if ((pFX = gFX.fxSpawnActor(FX_10, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, floorZ, 0)) == NULL) break; for (i = 0; i < 7; i++) { - if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->spr.sector(), pFX->spr.pos.X, pFX->spr.y, pFX->spr.z, 0)) == NULL) continue; + if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->spr.sector(), pFX->spr.pos.X, pFX->spr.pos.Y, pFX->spr.z, 0)) == NULL) continue; pFX2->xvel = Random2(0x6aaaa); pFX2->yvel = Random2(0x6aaaa); pFX2->zvel = -(int)Random(0xd5555); } break; case kSurfWater: - gFX.fxSpawnActor(FX_9, pSprite->sector(), pSprite->pos.X, pSprite->y, floorZ, 0); + gFX.fxSpawnActor(FX_9, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, floorZ, 0); break; } @@ -1873,7 +1873,7 @@ void debrisMove(int listIndex) if ((floorColl.actor()->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0) { actor->xvel += MulScale(4, pSprite->pos.X - floorColl.actor()->spr.pos.X, 2); - actor->yvel += MulScale(4, pSprite->y - floorColl.actor()->spr.y, 2); + actor->yvel += MulScale(4, pSprite->pos.Y - floorColl.actor()->spr.pos.Y, 2); return; } } @@ -3000,7 +3000,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor) if (pSprite->sector() != pSource->sector()) ChangeActorSect(actor, pSource->sector()); - pSprite->pos.X = pSource->pos.X; pSprite->y = pSource->y; + pSprite->pos.X = pSource->pos.X; pSprite->pos.Y = pSource->pos.Y; int zTop, zBot; GetActorExtents(sourceactor, &zTop, &zBot); pSprite->z = zBot; @@ -3164,7 +3164,7 @@ void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor) break; } - if ((pEffect = gFX.fxSpawnActor((FX_ID)fxId, pSprite->sector(), pSprite->pos.X, pSprite->y, pos, 0)) != NULL) + if ((pEffect = gFX.fxSpawnActor((FX_ID)fxId, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pos, 0)) != NULL) { auto pEffectSpr = &pEffect->s(); pEffect->SetOwner(sourceactor); @@ -3583,7 +3583,7 @@ void useSeqSpawnerGen(DBloodActor* sourceactor, int objType, sectortype* pSector auto pSpawned = &spawned->s(); int top, bottom; GetActorExtents(spawned, &top, &bottom); pSpawned->pos.X = pSprite->pos.X; - pSpawned->y = pSprite->y; + pSpawned->pos.Y = pSprite->pos.Y; switch (pXSource->data3) { default: @@ -4268,7 +4268,7 @@ bool condCheckDude(DBloodActor* aCond, int cmpOp, bool PUSH) DUDEINFO* pInfo = getDudeInfo(pSpr->type); int eyeAboveZ = pInfo->eyeHeight * pSpr->yrepeat << 2; int dx = pTrgt->pos.X - pSpr->pos.X; - int dy = pTrgt->y - pSpr->y; + int dy = pTrgt->pos.Y - pSpr->pos.Y; switch (cond) { @@ -4277,7 +4277,7 @@ bool condCheckDude(DBloodActor* aCond, int cmpOp, bool PUSH) break; case 3: case 4: - var = cansee(pSpr->pos.X, pSpr->y, pSpr->z, pSpr->sector(), pTrgt->pos.X, pTrgt->y, pTrgt->z - eyeAboveZ, pTrgt->sector()); + var = cansee(pSpr->pos.X, pSpr->pos.Y, pSpr->z, pSpr->sector(), pTrgt->pos.X, pTrgt->pos.Y, pTrgt->z - eyeAboveZ, pTrgt->sector()); if (cond == 4 && var > 0) { var = ((1024 + getangle(dx, dy) - pSpr->ang) & 2047) - 1024; @@ -4978,7 +4978,7 @@ bool aiFightDudeCanSeeTarget(DBloodActor* dudeactor, DUDEINFO* pDudeInfo, DBlood auto pDude = &dudeactor->s(); auto pTarget = &targetactor->s(); - int dx = pTarget->pos.X - pDude->pos.X; int dy = pTarget->y - pDude->y; + int dx = pTarget->pos.X - pDude->pos.X; int dy = pTarget->pos.Y - pDude->pos.Y; // check target if (approxDist(dx, dy) < pDudeInfo->seeDist) @@ -4986,7 +4986,7 @@ bool aiFightDudeCanSeeTarget(DBloodActor* dudeactor, DUDEINFO* pDudeInfo, DBlood int eyeAboveZ = pDudeInfo->eyeHeight * pDude->yrepeat << 2; // is there a line of sight to the target? - if (cansee(pDude->pos.X, pDude->y, pDude->z, pDude->sector(), pTarget->pos.X, pTarget->y, pTarget->z - eyeAboveZ, pTarget->sector())) + if (cansee(pDude->pos.X, pDude->pos.Y, pDude->z, pDude->sector(), pTarget->pos.X, pTarget->pos.Y, pTarget->z - eyeAboveZ, pTarget->sector())) { /*int nAngle = getangle(dx, dy); int losAngle = ((1024 + nAngle - pDude->ang) & 2047) - 1024; @@ -5034,7 +5034,7 @@ void aiFightFreeTargets(DBloodActor* actor) { if (!targetactor->IsDudeActor() || !targetactor->hasX()) continue; else if (targetactor->GetTarget() == actor) - aiSetTarget(targetactor, targetactor->spr.pos.X, targetactor->spr.y, targetactor->spr.z); + aiSetTarget(targetactor, targetactor->spr.pos.X, targetactor->spr.pos.Y, targetactor->spr.z); } } @@ -5143,7 +5143,7 @@ void aiFightAlarmDudesInSight(DBloodActor* actor, int max) continue; auto pDude = &dudeactor->s(); - aiSetTarget(dudeactor, pDude->pos.X, pDude->y, pDude->z); + aiSetTarget(dudeactor, pDude->pos.X, pDude->pos.Y, pDude->z); aiActivateDude(dudeactor); if (max-- < 1) break; @@ -5177,7 +5177,7 @@ bool aiFightIsMeleeUnit(DBloodActor* dude) int aiFightGetTargetDist(DBloodActor* actor, DUDEINFO* pDudeInfo, DBloodActor* target) { int dx = target->spr.pos.X - actor->spr.pos.X; - int dy = target->spr.y - actor->spr.y; + int dy = target->spr.pos.Y - actor->spr.pos.Y; int dist = approxDist(dx, dy); if (dist <= pDudeInfo->meleeDist) return 0; @@ -5205,7 +5205,7 @@ int aiFightGetTargetDist(DBloodActor* actor, DUDEINFO* pDudeInfo, DBloodActor* t int aiFightGetFineTargetDist(DBloodActor* actor, DBloodActor* target) { int dx = target->spr.pos.X - actor->spr.pos.X; - int dy = target->spr.y - actor->spr.y; + int dy = target->spr.pos.Y - actor->spr.pos.Y; int dist = approxDist(dx, dy); return dist; @@ -6242,9 +6242,9 @@ void useRandomItemGen(DBloodActor* actor) while (auto iactor = it.Next()) { spritetype* pItem = &iactor->s(); - if ((unsigned int)pItem->type == pXSource->dropMsg && pItem->pos.X == pSource->pos.X && pItem->y == pSource->y && pItem->z == pSource->z) + if ((unsigned int)pItem->type == pXSource->dropMsg && pItem->pos.X == pSource->pos.X && pItem->pos.Y == pSource->pos.Y && pItem->z == pSource->z) { - gFX.fxSpawnActor((FX_ID)29, pSource->sector(), pSource->pos.X, pSource->y, pSource->z, 0); + gFX.fxSpawnActor((FX_ID)29, pSource->sector(), pSource->pos.X, pSource->pos.Y, pSource->z, 0); pItem->type = kSpriteDecoration; actPostSprite(iactor, kStatFree); break; @@ -6469,12 +6469,12 @@ void sprite2sectorSlope(DBloodActor* actor, sectortype* pSector, char rel, bool int slope = 0, z = 0; switch (rel) { default: - z = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y); + z = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); if ((pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) && actor->hasX() && actor->x().Touch) z--; slope = pSector->floorheinum; break; case 1: - z = getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y); + z = getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); if ((pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) && actor->hasX() && actor->x().Touch) z++; slope = pSector->ceilingheinum; break; @@ -6522,7 +6522,7 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D { auto spr = &iactor->s(); if (!(spr->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue; - else if (getflorzofslopeptr(pSect, spr->pos.X, spr->y) - kSlopeDist <= spr->z) + else if (getflorzofslopeptr(pSect, spr->pos.X, spr->pos.Y) - kSlopeDist <= spr->z) { sprite2sectorSlope(iactor, pSect, 0, true); @@ -6559,7 +6559,7 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D { auto spr = &iactor->s(); if (!(spr->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue; - else if (getceilzofslopeptr(pSect, spr->pos.X, spr->y) + kSlopeDist >= spr->z) + else if (getceilzofslopeptr(pSect, spr->pos.X, spr->pos.Y) + kSlopeDist >= spr->z) { sprite2sectorSlope(iactor, pSect, 1, true); @@ -6617,8 +6617,8 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D case 1: sprite2sectorSlope(objActor, pSpr->sector(), 0, flag2); break; case 2: sprite2sectorSlope(objActor, pSpr->sector(), 1, flag2); break; case 3: - if (getflorzofslopeptr(pSpr->sector(), pSpr->pos.X, pSpr->y) - kSlopeDist <= pSpr->z) sprite2sectorSlope(objActor, pSpr->sector(), 0, flag2); - if (getceilzofslopeptr(pSpr->sector(), pSpr->pos.X, pSpr->y) + kSlopeDist >= pSpr->z) sprite2sectorSlope(objActor, pSpr->sector(), 1, flag2); + if (getflorzofslopeptr(pSpr->sector(), pSpr->pos.X, pSpr->pos.Y) - kSlopeDist <= pSpr->z) sprite2sectorSlope(objActor, pSpr->sector(), 0, flag2); + if (getceilzofslopeptr(pSpr->sector(), pSpr->pos.X, pSpr->pos.Y) + kSlopeDist >= pSpr->z) sprite2sectorSlope(objActor, pSpr->sector(), 1, flag2); break; } break; @@ -6779,14 +6779,14 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) auto actLeech = leechIsDropped(actor); if (pXSource->data4 == 3) { - aiSetTarget(actor, pSprite->pos.X, pSprite->y, pSprite->z); + aiSetTarget(actor, pSprite->pos.X, pSprite->pos.Y, pSprite->z); aiSetGenIdleState(actor); if (pSprite->type == kDudeModernCustom && actLeech) removeLeech(actLeech); } else if (pXSource->data4 == 4) { - aiSetTarget(actor, pPlayer->pos.X, pPlayer->y, pPlayer->z); + aiSetTarget(actor, pPlayer->pos.X, pPlayer->pos.Y, pPlayer->z); if (pSprite->type == kDudeModernCustom && actLeech) removeLeech(actLeech); } @@ -6806,7 +6806,7 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) if (!targetactor->IsDudeActor() || pXTarget->health < 1 || !aiFightDudeCanSeeTarget(actor, pDudeInfo, targetactor)) { - aiSetTarget(actor, pSprite->pos.X, pSprite->y, pSprite->z); + aiSetTarget(actor, pSprite->pos.X, pSprite->pos.Y, pSprite->z); } // dude attack or attacked by target that does not fit by data id? else if (pXSource->data1 != 666 && pXTarget->data1 != pXSource->data1) @@ -6814,7 +6814,7 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) if (aiFightDudeIsAffected(targetactor)) { // force stop attack target - aiSetTarget(actor, pSprite->pos.X, pSprite->y, pSprite->z); + aiSetTarget(actor, pSprite->pos.X, pSprite->pos.Y, pSprite->z); if (actor->GetBurnSource() == targetactor) { pXSprite->burnTime = 0; @@ -6822,7 +6822,7 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) } // force stop attack dude - aiSetTarget(targetactor, pTarget->pos.X, pTarget->y, pTarget->z); + aiSetTarget(targetactor, pTarget->pos.X, pTarget->pos.Y, pTarget->z); if (targetactor->GetBurnSource() == actor) { pXTarget->burnTime = 0; @@ -6850,7 +6850,7 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) // force mate stop attack dude, if he does if (matetarget == actor) { - aiSetTarget(mateactor, pMate->pos.X, pMate->y, pMate->z); + aiSetTarget(mateactor, pMate->pos.X, pMate->pos.Y, pMate->z); } else if (pXSprite->rxID != matetarget->x().rxID) { @@ -6861,13 +6861,13 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) else { // force mate to stop attack another mate - aiSetTarget(mateactor, pMate->pos.X, pMate->y, pMate->z); + aiSetTarget(mateactor, pMate->pos.X, pMate->pos.Y, pMate->z); } } // force dude stop attack mate, if target was not changed previously if (actor == mateactor) - aiSetTarget(actor, pSprite->pos.X, pSprite->y, pSprite->z); + aiSetTarget(actor, pSprite->pos.X, pSprite->pos.Y, pSprite->z); } @@ -6894,7 +6894,7 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) // Make prev target not aim in dude if (targetactor) { - aiSetTarget(targetactor, targetactor->spr.pos.X, targetactor->spr.y, targetactor->spr.z); + aiSetTarget(targetactor, targetactor->spr.pos.X, targetactor->spr.pos.Y, targetactor->spr.z); if (!isActive(newtargactor)) aiActivateDude(newtargactor); } @@ -6992,7 +6992,7 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) actor->SetTarget(pMateTargetActor); spritetype* pMate = &pMateTargetActor->GetTarget()->s(); pXSprite->targetX = pMate->pos.X; - pXSprite->targetY = pMate->y; + pXSprite->targetY = pMate->pos.Y; pXSprite->targetZ = pMate->z; if (!isActive(actor)) aiActivateDude(actor); @@ -7484,7 +7484,7 @@ bool setDataValueOfObject(int objType, sectortype* sect, walltype* wal, DBloodAc bool nnExtCanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange) { auto pSprite = &actor->s(); - int x = pSprite->pos.X, y = pSprite->y, z = pSprite->z; + int x = pSprite->pos.X, y = pSprite->pos.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); @@ -7692,7 +7692,7 @@ bool aiPatrolMarkerReached(DBloodActor* actor) spritetype* pMarker = &markeractor->s(); int okDist = ClipLow(pMarker->clipdist << 1, 4); int oX = abs(pMarker->pos.X - pSprite->pos.X) >> 4; - int oY = abs(pMarker->y - pSprite->y) >> 4; + int oY = abs(pMarker->pos.Y - pSprite->pos.Y) >> 4; if (approxDist(oX, oY) <= okDist) { @@ -7794,11 +7794,11 @@ void aiPatrolSetMarker(DBloodActor* actor) auto pNext = &nextactor->s(); auto pXNext = &nextactor->x(); - if (pXNext->locked || pXNext->isTriggered || pXNext->DudeLockout || (dist = approxDist(pNext->pos.X - pSprite->pos.X, pNext->y - pSprite->y)) > closest) + if (pXNext->locked || pXNext->isTriggered || pXNext->DudeLockout || (dist = approxDist(pNext->pos.X - pSprite->pos.X, pNext->pos.Y - pSprite->pos.Y)) > closest) continue; GetActorExtents(nextactor, &zt1, &zb1); - if (cansee(pNext->pos.X, pNext->y, zt1, pNext->sector(), pSprite->pos.X, pSprite->y, zt2, pSprite->sector())) + if (cansee(pNext->pos.X, pNext->pos.Y, zt1, pNext->sector(), pSprite->pos.X, pSprite->pos.Y, zt2, pSprite->sector())) { closest = dist; selected = nextactor; @@ -7995,7 +7995,7 @@ void aiPatrolMove(DBloodActor* actor) const DUDEINFO_EXTRA* pExtra = &gDudeInfoExtra[dudeIdx]; int dx = (pTarget->pos.X - pSprite->pos.X); - int dy = (pTarget->y - pSprite->y); + int dy = (pTarget->pos.Y - pSprite->pos.Y); int dz = (pTarget->z - (pSprite->z - pDudeInfo->eyeHeight)) * 6; int vel = (pXSprite->unused1 & kDudeFlagCrouch) ? kMaxPatrolCrouchVelocity : kMaxPatrolVelocity; int goalAng = 341; @@ -8077,11 +8077,11 @@ void aiPatrolAlarmLite(DBloodActor* actor, DBloodActor* targetactor) continue; int eaz2 = (getDudeInfo(pTarget->type)->eyeHeight * pTarget->yrepeat) << 2; - int nDist = approxDist(pDude->pos.X - pSprite->pos.X, pDude->y - pSprite->y); - if (nDist >= kPatrolAlarmSeeDist || !cansee(pSprite->pos.X, pSprite->y, zt1, pSprite->sector(), pDude->pos.X, pDude->y, pDude->z - eaz2, pDude->sector())) + int nDist = approxDist(pDude->pos.X - pSprite->pos.X, pDude->pos.Y - pSprite->pos.Y); + if (nDist >= kPatrolAlarmSeeDist || !cansee(pSprite->pos.X, pSprite->pos.Y, zt1, pSprite->sector(), pDude->pos.X, pDude->pos.Y, pDude->z - eaz2, pDude->sector())) { - nDist = approxDist(pDude->pos.X - pTarget->pos.X, pDude->y - pTarget->y); - if (nDist >= kPatrolAlarmSeeDist || !cansee(pTarget->pos.X, pTarget->y, zt2, pTarget->sector(), pDude->pos.X, pDude->y, pDude->z - eaz2, pDude->sector())) + nDist = approxDist(pDude->pos.X - pTarget->pos.X, pDude->pos.Y - pTarget->pos.Y); + if (nDist >= kPatrolAlarmSeeDist || !cansee(pTarget->pos.X, pTarget->pos.Y, zt2, pTarget->sector(), pDude->pos.X, pDude->pos.Y, pDude->z - eaz2, pDude->sector())) continue; } @@ -8113,13 +8113,13 @@ void aiPatrolAlarmFull(DBloodActor* actor, DBloodActor* targetactor, bool chain) return; int eaz2 = (getDudeInfo(pSprite->type)->eyeHeight * pSprite->yrepeat) << 2; - int x2 = pSprite->pos.X, y2 = pSprite->y, z2 = pSprite->z - eaz2; + int x2 = pSprite->pos.X, y2 = pSprite->pos.Y, z2 = pSprite->z - eaz2; auto pSect2 = pSprite->sector(); int tzt, tzb; GetActorExtents(targetactor, &tzt, &tzb); - int x3 = pTarget->pos.X, y3 = pTarget->y, z3 = tzt; + int x3 = pTarget->pos.X, y3 = pTarget->pos.Y, z3 = tzt; auto pSect3 = pTarget->sector(); @@ -8135,7 +8135,7 @@ void aiPatrolAlarmFull(DBloodActor* actor, DBloodActor* targetactor, bool chain) continue; int eaz1 = (getDudeInfo(pDude->type)->eyeHeight * pDude->yrepeat) << 2; - int x1 = pDude->pos.X, y1 = pDude->y, z1 = pDude->z - eaz1; + int x1 = pDude->pos.X, y1 = pDude->pos.Y, z1 = pDude->z - eaz1; auto pSect1 = pDude->sector(); @@ -8152,7 +8152,7 @@ void aiPatrolAlarmFull(DBloodActor* actor, DBloodActor* targetactor, bool chain) continue; if (actor->GetTarget() ) aiSetTarget(dudeactor, actor->GetTarget()); - else aiSetTarget(dudeactor, pSprite->pos.X, pSprite->y, pSprite->z); + else aiSetTarget(dudeactor, pSprite->pos.X, pSprite->pos.Y, pSprite->z); aiActivateDude(dudeactor); if (chain) @@ -8215,7 +8215,7 @@ bool readyForCrit(DBloodActor* hunter, DBloodActor* victim) int dx, dy; dx = pVictim->pos.X - pHunter->pos.X; - dy = pVictim->y - pHunter->y; + dy = pVictim->pos.Y - pHunter->pos.Y; if (approxDist(dx, dy) >= (7000 / ClipLow(gGameOptions.nDifficulty >> 1, 1))) return false; @@ -8264,7 +8264,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor) newtarget = nullptr; seeChance = hearChance = 0x0000; - x = pSpr->pos.X, y = pSpr->y, z = pSpr->z, dx = x - pSprite->pos.X, dy = y - pSprite->y; nDist = approxDist(dx, dy); + x = pSpr->pos.X, y = pSpr->pos.Y, z = pSpr->z, dx = x - pSprite->pos.X, dy = y - pSprite->pos.Y; nDist = approxDist(dx, dy); seeDist = (stealth) ? pDudeInfo->seeDist / 3 : pDudeInfo->seeDist >> 1; hearDist = pDudeInfo->hearDist; feelDist = hearDist >> 1; @@ -8275,7 +8275,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor) { eyeAboveZ = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; if (nDist < seeDist >> 3) GetActorExtents(pPlayer->actor, &z, &j); //use ztop of the target sprite - if (!cansee(x, y, z, pSpr->sector(), pSprite->pos.X, pSprite->y, pSprite->z - eyeAboveZ, pSprite->sector())) + if (!cansee(x, y, z, pSpr->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z - eyeAboveZ, pSprite->sector())) continue; } else @@ -8302,7 +8302,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor) auto emitterActor = (DBloodActor*)chan->Source; if (emitterActor == nullptr) return false; // not a valid source. sndx = emitterActor->spr.pos.X; - sndy = emitterActor->spr.y; + sndy = emitterActor->spr.pos.Y; // sound attached to the sprite if (pPlayer->actor != emitterActor && emitterActor->GetOwner() != actor) @@ -8320,7 +8320,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor) searchsect = §or[chan->UserData]; } if (searchsect == nullptr) return false; - int nDist = approxDist(sndx - pSprite->pos.X, sndy - pSprite->y); + int nDist = approxDist(sndx - pSprite->pos.X, sndy - pSprite->pos.Y); if (nDist > hearDist) return false; @@ -8457,7 +8457,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor) if (pXSteal->data1 > 0) { - if (approxDist(abs(pSteal->pos.X - pSpr->pos.X) >> 4, abs(pSteal->y - pSpr->y) >> 4) >= pXSteal->data1) + if (approxDist(abs(pSteal->pos.X - pSpr->pos.X) >> 4, abs(pSteal->pos.Y - pSpr->pos.Y) >> 4) >= pXSteal->data1) continue; } @@ -8472,7 +8472,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor) { if (pXSteal->data1 > 0) { - if (approxDist(abs(pSteal->pos.X - pSprite->pos.X) >> 4, abs(pSteal->y - pSprite->y) >> 4) >= pXSteal->data1) + if (approxDist(abs(pSteal->pos.X - pSprite->pos.X) >> 4, abs(pSteal->pos.Y - pSprite->pos.Y) >> 4) >= pXSteal->data1) continue; } @@ -8814,7 +8814,7 @@ void aiPatrolThink(DBloodActor* actor) } } - nnExtAiSetDirection(actor, getangle(pMarker->pos.X - pSprite->pos.X, pMarker->y - pSprite->y)); + nnExtAiSetDirection(actor, getangle(pMarker->pos.X - pSprite->pos.X, pMarker->pos.Y - pSprite->pos.Y)); if (aiPatrolMoving(pXSprite->aiState) && !reached) return; else if (uwater) aiPatrolState(actor, kAiStatePatrolMoveW); @@ -9109,9 +9109,9 @@ void clampSprite(DBloodActor* actor, int which) { GetSpriteExtents(pSprite, &zTop, &zBot); if (which & 0x01) - pSprite->z += ClipHigh(getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y) - zBot, 0); + pSprite->z += ClipHigh(getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y) - zBot, 0); if (which & 0x02) - pSprite->z += ClipLow(getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y) - zTop, 0); + pSprite->z += ClipLow(getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y) - zTop, 0); } diff --git a/source/games/blood/src/osdcmd.cpp b/source/games/blood/src/osdcmd.cpp index fa83b27d4..9704bbfad 100644 --- a/source/games/blood/src/osdcmd.cpp +++ b/source/games/blood/src/osdcmd.cpp @@ -37,7 +37,7 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz) VIEW* pView = &gPrevView[myconnectindex]; pPlayer->pSprite->pos.X = pView->x = gView->pSprite->pos.X = x; - pPlayer->pSprite->y = pView->y = gView->pSprite->y = y; + pPlayer->pSprite->pos.Y = pView->y = gView->pSprite->pos.Y = y; pPlayer->zView = pView->viewz = gView->zView = z; if (ang != INT_MIN) diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index 2d2abd9a7..5f4e0e1fc 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -641,7 +641,7 @@ void playerStart(int nPlayer, int bNewLevel) while (auto act = it.Next()) { spritetype* pSprite = &act->s(); - if (pStartZone->x == pSprite->pos.X && pStartZone->y == pSprite->y && IsPlayerSprite(pSprite)) { + if (pStartZone->x == pSprite->pos.X && pStartZone->y == pSprite->pos.Y && IsPlayerSprite(pSprite)) { pStartZone = NULL; break; } @@ -1091,7 +1091,7 @@ bool PickupItem(PLAYER *pPlayer, DBloodActor* itemactor) return 1; } - sfxPlay3DSound(pSprite->pos.X, pSprite->y, pSprite->z, pickupSnd, pSprite->sector()); + sfxPlay3DSound(pSprite->pos.X, pSprite->pos.Y, pSprite->z, pickupSnd, pSprite->sector()); return 1; } @@ -1203,7 +1203,7 @@ void CheckPickUp(PLAYER *pPlayer) { spritetype *pSprite = pPlayer->pSprite; int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z; auto pSector = pSprite->sector(); BloodStatIterator it(kStatItem); @@ -1215,7 +1215,7 @@ void CheckPickUp(PLAYER *pPlayer) int dx = abs(x-pItem->pos.X)>>4; if (dx > 48) continue; - int dy = abs(y-pItem->y)>>4; + int dy = abs(y-pItem->pos.Y)>>4; if (dy > 48) continue; int top, bottom; @@ -1230,9 +1230,9 @@ void CheckPickUp(PLAYER *pPlayer) if (approxDist(dx,dy) > 48) continue; GetSpriteExtents(pItem, &top, &bottom); - if (cansee(x, y, z, pSector, pItem->pos.X, pItem->y, pItem->z, pItem->sector()) - || cansee(x, y, z, pSector, pItem->pos.X, pItem->y, top, pItem->sector()) - || cansee(x, y, z, pSector, pItem->pos.X, pItem->y, bottom, pItem->sector())) + if (cansee(x, y, z, pSector, pItem->pos.X, pItem->pos.Y, pItem->z, pItem->sector()) + || cansee(x, y, z, pSector, pItem->pos.X, pItem->pos.Y, top, pItem->sector()) + || cansee(x, y, z, pSector, pItem->pos.X, pItem->pos.Y, bottom, pItem->sector())) PickUp(pPlayer, itemactor); } } @@ -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->pos.X-gHitInfo.hitpos.X, pSprite->y-gHitInfo.hitpos.Y)>>4; + int hitDist = approxDist(pSprite->pos.X-gHitInfo.hitpos.X, pSprite->pos.Y-gHitInfo.hitpos.Y)>>4; if (hitDist < 64) { switch (hit) @@ -1377,7 +1377,7 @@ void ProcessInput(PLAYER *pPlayer) DBloodActor* fragger = pPlayer->fragger; if (fragger) { - pPlayer->angle.addadjustment(getincanglebam(pPlayer->angle.ang, bvectangbam(fragger->spr.pos.X - pSprite->pos.X, fragger->spr.y - pSprite->y))); + pPlayer->angle.addadjustment(getincanglebam(pPlayer->angle.ang, bvectangbam(fragger->spr.pos.X - pSprite->pos.X, fragger->spr.pos.Y - pSprite->pos.Y))); } pPlayer->deathTime += 4; if (!bSeqStat) @@ -1755,7 +1755,7 @@ void playerProcess(PLAYER *pPlayer) auto link = pSprite->sector()->lowerLink; if (link && (link->spr.type == kMarkerLowGoo || link->spr.type == kMarkerLowWater)) { - if (getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y) > pPlayer->zView) + if (getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y) > pPlayer->zView) pPlayer->isUnderwater = 0; } } @@ -1964,7 +1964,7 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); - CGibPosition gibPos(pSprite->pos.X, pSprite->y, top); + CGibPosition gibPos(pSprite->pos.X, pSprite->pos.Y, top); CGibVelocity gibVel(pActor->xvel >> 1, pActor->yvel >> 1, -0xccccc); GibSprite(pActor, GIBTYPE_27, &gibPos, &gibVel); GibSprite(pActor, GIBTYPE_7, NULL, NULL); diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index 4e390160f..f96286cac 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -223,16 +223,16 @@ void LifeLeechOperate(DBloodActor* actor, EVENT event) DUDEINFO *pDudeInfo = getDudeInfo(nType+kDudeBase); int z1 = (top-pSprite->z)-256; int x = pTarget->pos.X; - int y = pTarget->y; + int y = pTarget->pos.Y; int z = pTarget->z; - int nDist = approxDist(x - pSprite->pos.X, y - pSprite->y); - if (nDist != 0 && cansee(pSprite->pos.X, pSprite->y, top, pSprite->sector(), x, y, z, pTarget->sector())) + int nDist = approxDist(x - pSprite->pos.X, y - pSprite->pos.Y); + if (nDist != 0 && cansee(pSprite->pos.X, pSprite->pos.Y, top, pSprite->sector(), x, y, z, pTarget->sector())) { int t = DivScale(nDist, 0x1aaaaa, 12); x += (target->xvel*t)>>12; y += (target->yvel*t)>>12; int angBak = pSprite->ang; - pSprite->ang = getangle(x-pSprite->pos.X, y-pSprite->y); + pSprite->ang = getangle(x-pSprite->pos.X, y-pSprite->pos.Y); int dx = bcos(pSprite->ang); int dy = bsin(pSprite->ang); int tz = pTarget->z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4; @@ -476,7 +476,7 @@ void OperateSprite(DBloodActor* actor, EVENT event) for (int p = connecthead; p >= 0; p = connectpoint2[p]) { spritetype *pPlayerSprite = gPlayer[p].pSprite; int dx = (pSprite->pos.X - pPlayerSprite->pos.X)>>4; - int dy = (pSprite->y - pPlayerSprite->y)>>4; + int dy = (pSprite->pos.Y - pPlayerSprite->pos.Y)>>4; int dz = (pSprite->z - pPlayerSprite->z)>>8; int nDist = dx*dx+dy*dy+dz*dz+0x40000; gPlayer[p].quakeEffect = DivScale(pXSprite->data1, nDist, 16); @@ -882,7 +882,7 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6 viewBackupSpriteLoc(actor); pSprite->ang = (pSprite->ang+v14)&2047; pSprite->pos.X = x+vc-a4; - pSprite->y = y+v8-a5; + pSprite->pos.Y = y+v8-a5; } else if (pSprite->cstat & CSTAT_SPRITE_MOVE_REVERSE) { @@ -891,21 +891,21 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6 viewBackupSpriteLoc(actor); pSprite->ang = (pSprite->ang-v14)&2047; pSprite->pos.X = x-(vc-a4); - pSprite->y = y-(v8-a5); + pSprite->pos.Y = y-(v8-a5); } else if (pXSector->Drag) { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); - int floorZ = getflorzofslopeptr(pSector, pSprite->pos.X, pSprite->y); + int floorZ = getflorzofslopeptr(pSector, pSprite->pos.X, pSprite->pos.Y); if (!(pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) && floorZ <= bottom) { if (v14) - RotatePoint((int*)&pSprite->pos.X, (int*)&pSprite->y, v14, v20, v24); + RotatePoint((int*)&pSprite->pos.X, (int*)&pSprite->pos.Y, v14, v20, v24); viewBackupSpriteLoc(actor); pSprite->ang = (pSprite->ang+v14)&2047; pSprite->pos.X += v28; - pSprite->y += v2c; + pSprite->pos.Y += v2c; } } } @@ -1208,7 +1208,7 @@ int HDoorBusy(sectortype* pSector, unsigned int a2) if (!pXSector->marker0 || !pXSector->marker1) return 0; spritetype *pSprite1 = &pXSector->marker0->s(); spritetype *pSprite2 = &pXSector->marker1->s(); - TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite1->pos.X, pSprite1->y, pSprite1->pos.X, pSprite1->y, pSprite1->ang, pSprite2->pos.X, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide); + TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->ang, pSector->type == kSectorSlide); ZTranslateSector(pSector, pXSector, a2, nWave); pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) @@ -1233,7 +1233,7 @@ int RDoorBusy(sectortype* pSector, unsigned int a2) nWave = pXSector->busyWaveB; if (!pXSector->marker0) return 0; spritetype* pSprite = &pXSector->marker0->s(); - TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->y, pSprite->pos.X, pSprite->y, 0, pSprite->pos.X, pSprite->y, pSprite->ang, pSector->type == kSectorRotate); + TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.X, pSprite->pos.Y, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->ang, pSector->type == kSectorRotate); ZTranslateSector(pSector, pXSector, a2, nWave); pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) @@ -1258,13 +1258,13 @@ int StepRotateBusy(sectortype* pSector, unsigned int a2) { vbp = pXSector->data+pSprite->ang; int nWave = pXSector->busyWaveA; - TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->y, pSprite->pos.X, pSprite->y, pXSector->data, pSprite->pos.X, pSprite->y, vbp, 1); + TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.X, pSprite->pos.Y, pXSector->data, pSprite->pos.X, pSprite->pos.Y, vbp, 1); } else { vbp = pXSector->data-pSprite->ang; int nWave = pXSector->busyWaveB; - TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->y, pSprite->pos.X, pSprite->y, vbp, pSprite->pos.X, pSprite->y, pXSector->data, 1); + TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.X, pSprite->pos.Y, vbp, pSprite->pos.X, pSprite->pos.Y, pXSector->data, 1); } pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) @@ -1308,7 +1308,7 @@ int PathBusy(sectortype* pSector, unsigned int a2) XSPRITE *pXSprite2 = &pXSector->marker1->x(); int nWave = pXSprite1->wave; - TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->y, pSprite1->pos.X, pSprite1->y, pSprite1->ang, pSprite2->pos.X, pSprite2->y, pSprite2->ang, 1); + TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->ang, 1); ZTranslateSector(pSector, pXSector, a2, nWave); pXSector->busy = a2; if ((a2&0xffff) == 0) @@ -1412,7 +1412,7 @@ void OperateTeleport(sectortype* pSector) TeleFrag(pXSector->actordata, pDest->sector()); } pSprite->pos.X = pDest->pos.X; - pSprite->y = pDest->y; + pSprite->pos.Y = pDest->pos.Y; pSprite->z += pDest->sector()->floorz - pSector->floorz; pSprite->ang = pDest->ang; ChangeActorSect(actor, pDest->sector()); @@ -2016,7 +2016,7 @@ void trInit(TArray& actors) { spritetype* pSprite1 = &pXSector->marker0->s(); spritetype* pSprite2 = &pXSector->marker1->s(); - TranslateSector(pSector, 0, -65536, pSprite1->pos.X, pSprite1->y, pSprite1->pos.X, pSprite1->y, pSprite1->ang, pSprite2->pos.X, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide); + TranslateSector(pSector, 0, -65536, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->ang, pSector->type == kSectorSlide); for(auto& wal : wallsofsector(pSector)) { wal.baseWall.X = wal.pos.X; @@ -2027,7 +2027,7 @@ void trInit(TArray& actors) { actor->basePoint = actor->spr.pos; } - TranslateSector(pSector, 0, pXSector->busy, pSprite1->pos.X, pSprite1->y, pSprite1->pos.X, pSprite1->y, pSprite1->ang, pSprite2->pos.X, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide); + TranslateSector(pSector, 0, pXSector->busy, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->ang, pSector->type == kSectorSlide); ZTranslateSector(pSector, pXSector, pXSector->busy, 1); break; } @@ -2035,7 +2035,7 @@ void trInit(TArray& actors) case kSectorRotate: { spritetype* pSprite1 = &pXSector->marker0->s(); - TranslateSector(pSector, 0, -65536, pSprite1->pos.X, pSprite1->y, pSprite1->pos.X, pSprite1->y, 0, pSprite1->pos.X, pSprite1->y, pSprite1->ang, pSector->type == kSectorRotate); + TranslateSector(pSector, 0, -65536, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, 0, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSector->type == kSectorRotate); for (auto& wal : wallsofsector(pSector)) { wal.baseWall.X = wal.pos.X; @@ -2046,7 +2046,7 @@ void trInit(TArray& actors) { actor->basePoint = actor->spr.pos; } - TranslateSector(pSector, 0, pXSector->busy, pSprite1->pos.X, pSprite1->y, pSprite1->pos.X, pSprite1->y, 0, pSprite1->pos.X, pSprite1->y, pSprite1->ang, pSector->type == kSectorRotate); + TranslateSector(pSector, 0, pXSector->busy, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, 0, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSector->type == kSectorRotate); ZTranslateSector(pSector, pXSector, pXSector->busy, 1); break; } @@ -2162,7 +2162,7 @@ void ActivateGenerator(DBloodActor* actor) case kGenDripBlood: { int top, bottom; GetActorExtents(actor, &top, &bottom); - actSpawnThing(pSprite->sector(), pSprite->pos.X, pSprite->y, bottom, (pSprite->type == kGenDripWater) ? kThingDripWater : kThingDripBlood); + actSpawnThing(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, bottom, (pSprite->type == kGenDripWater) ? kThingDripWater : kThingDripBlood); break; } case kGenSound: @@ -2187,7 +2187,7 @@ void ActivateGenerator(DBloodActor* actor) case kGenBubbleMulti: { int top, bottom; GetActorExtents(actor, &top, &bottom); - gFX.fxSpawnActor((pSprite->type == kGenBubble) ? FX_23 : FX_26, pSprite->sector(), pSprite->pos.X, pSprite->y, top, 0); + gFX.fxSpawnActor((pSprite->type == kGenBubble) ? FX_23 : FX_26, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, top, 0); break; } } diff --git a/source/games/blood/src/view.cpp b/source/games/blood/src/view.cpp index b57087ba7..df93dda81 100644 --- a/source/games/blood/src/view.cpp +++ b/source/games/blood/src/view.cpp @@ -62,7 +62,7 @@ void viewBackupView(int nPlayer) VIEW *pView = &gPrevView[nPlayer]; pView->angle = pPlayer->angle.ang; pView->x = pPlayer->pSprite->pos.X; - pView->y = pPlayer->pSprite->y; + pView->y = pPlayer->pSprite->pos.Y; pView->viewz = pPlayer->zView; pView->weaponZ = pPlayer->zWeapon-pPlayer->zView-0xc00; pView->horiz = pPlayer->horizon.horiz; @@ -83,7 +83,7 @@ void viewCorrectViewOffsets(int nPlayer, vec3_t const *oldpos) PLAYER *pPlayer = &gPlayer[nPlayer]; VIEW *pView = &gPrevView[nPlayer]; pView->x += pPlayer->pSprite->pos.X-oldpos->X; - pView->y += pPlayer->pSprite->y-oldpos->Y; + pView->y += pPlayer->pSprite->pos.Y-oldpos->Y; pView->viewz += pPlayer->pSprite->z-oldpos->Z; } @@ -391,7 +391,7 @@ static void DrawMap(spritetype* pSprite) } VIEW* pView = &gPrevView[gViewIndex]; int x = interpolatedvalue(pView->x, pSprite->pos.X, gInterpolate); - int y = interpolatedvalue(pView->y, pSprite->y, gInterpolate); + int y = interpolatedvalue(pView->y, pSprite->pos.Y, gInterpolate); int ang = (!SyncInput() ? gView->angle.sum() : gView->angle.interpolatedsum(gInterpolate)).asbuild(); DrawOverheadMap(x, y, ang, gInterpolate); if (tm) @@ -434,7 +434,7 @@ void SetupView(int &cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, sectorty { VIEW* pView = &gPrevView[gViewIndex]; cX = interpolatedvalue(pView->x, gView->pSprite->pos.X, gInterpolate); - cY = interpolatedvalue(pView->y, gView->pSprite->y, gInterpolate); + cY = interpolatedvalue(pView->y, gView->pSprite->pos.Y, gInterpolate); cZ = interpolatedvalue(pView->viewz, gView->zView, gInterpolate); zDelta = interpolatedvaluef(pView->weaponZ, gView->zWeapon - gView->zView - (12 << 8), gInterpolate); bobWidth = interpolatedvalue(pView->bobWidth, gView->bobWidth, gInterpolate); @@ -749,7 +749,7 @@ FString GameInterface::GetCoordString() FString out; out.Format("pos= %d, %d, %d - angle = %2.3f", - gMe->pSprite->pos.X, gMe->pSprite->y, gMe->pSprite->z, gMe->pSprite->ang * BAngToDegree); + gMe->pSprite->pos.X, gMe->pSprite->pos.Y, gMe->pSprite->z, gMe->pSprite->ang * BAngToDegree); return out; } diff --git a/source/games/blood/src/warp.cpp b/source/games/blood/src/warp.cpp index cc583256d..b6dc38fd3 100644 --- a/source/games/blood/src/warp.cpp +++ b/source/games/blood/src/warp.cpp @@ -74,7 +74,7 @@ void warpInit(TArray& actors) if (gGameOptions.nGameType < 2 && pXSprite->data1 >= 0 && pXSprite->data1 < kMaxPlayers) { ZONE *pZone = &gStartZone[pXSprite->data1]; pZone->x = pSprite->pos.X; - pZone->y = pSprite->y; + pZone->y = pSprite->pos.Y; pZone->z = pSprite->z; pZone->sector = pSprite->sector(); pZone->ang = pSprite->ang; @@ -87,7 +87,7 @@ void warpInit(TArray& actors) // default if BB or teams without data2 specified ZONE* pZone = &gStartZone[pXSprite->data1]; pZone->x = pSprite->pos.X; - pZone->y = pSprite->y; + pZone->y = pSprite->pos.Y; pZone->z = pSprite->z; pZone->sector = pSprite->sector(); pZone->ang = pSprite->ang; @@ -98,7 +98,7 @@ void warpInit(TArray& actors) if (pXSprite->data2 == 1) { pZone = &gStartZoneTeam1[team1]; pZone->x = pSprite->pos.X; - pZone->y = pSprite->y; + pZone->y = pSprite->pos.Y; pZone->z = pSprite->z; pZone->sector = pSprite->sector(); pZone->ang = pSprite->ang; @@ -107,7 +107,7 @@ void warpInit(TArray& actors) } else if (pXSprite->data2 == 2) { pZone = &gStartZoneTeam2[team2]; pZone->x = pSprite->pos.X; - pZone->y = pSprite->y; + pZone->y = pSprite->pos.Y; pZone->z = pSprite->z; pZone->sector = pSprite->sector(); pZone->ang = pSprite->ang; @@ -136,7 +136,7 @@ void warpInit(TArray& actors) pSprite->sector()->upperLink = actor; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL; - pSprite->z = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y); + pSprite->z = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); break; case kMarkerLowWater: case kMarkerLowStack: @@ -144,7 +144,7 @@ void warpInit(TArray& actors) pSprite->sector()->lowerLink = actor; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL; - pSprite->z = getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y); + pSprite->z = getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); break; } } @@ -201,7 +201,7 @@ int CheckLink(DBloodActor *actor) if (pUpper->type == kMarkerUpLink) z = pUpper->z; else - z = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y); + z = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); if (z <= pSprite->z) { aLower = aUpper->GetOwner(); @@ -210,12 +210,12 @@ int CheckLink(DBloodActor *actor) assert(pLower->insector()); ChangeActorSect(actor, pLower->sector()); pSprite->pos.X += pLower->pos.X - pUpper->pos.X; - pSprite->y += pLower->y-pUpper->y; + pSprite->pos.Y += pLower->pos.Y - pUpper->pos.Y; int z2; if (pLower->type == kMarkerLowLink) z2 = pLower->z; else - z2 = getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y); + z2 = getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); pSprite->z += z2-z; actor->interpolated = false; return pUpper->type; @@ -228,7 +228,7 @@ int CheckLink(DBloodActor *actor) if (pLower->type == kMarkerLowLink) z = pLower->z; else - z = getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y); + z = getceilzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); if (z >= pSprite->z) { aUpper = aLower->GetOwner(); @@ -237,12 +237,12 @@ int CheckLink(DBloodActor *actor) assert(pUpper->insector()); ChangeActorSect(actor, pUpper->sector()); pSprite->pos.X += pUpper->pos.X - pLower->pos.X; - pSprite->y += pUpper->y-pLower->y; + pSprite->pos.Y += pUpper->pos.Y - pLower->pos.Y; int z2; if (pUpper->type == kMarkerUpLink) z2 = pUpper->z; else - z2 = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->y); + z2 = getflorzofslopeptr(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y); pSprite->z += z2-z; actor->interpolated = false; return pLower->type; @@ -271,7 +271,7 @@ int CheckLink(int *x, int *y, int *z, sectortype** pSector) assert(pLower->insector()); *pSector = pLower->sector(); *x += pLower->pos.X - pUpper->pos.X; - *y += pLower->y-pUpper->y; + *y += pLower->pos.Y - pUpper->pos.Y; int z2; if (pUpper->type == kMarkerLowLink) z2 = pLower->z; @@ -297,7 +297,7 @@ int CheckLink(int *x, int *y, int *z, sectortype** pSector) assert(pUpper); *pSector = pUpper->sector(); *x += pUpper->pos.X - pLower->pos.X; - *y += pUpper->y-pLower->y; + *y += pUpper->pos.Y - pLower->pos.Y; int z2; if (pLower->type == kMarkerUpLink) z2 = pUpper->z; diff --git a/source/games/blood/src/weapon.cpp b/source/games/blood/src/weapon.cpp index 75afe8d8e..eea452cf3 100644 --- a/source/games/blood/src/weapon.cpp +++ b/source/games/blood/src/weapon.cpp @@ -347,7 +347,7 @@ void UpdateAimVector(PLAYER * pPlayer) assert(pPlayer != NULL); spritetype *pPSprite = pPlayer->pSprite; int x = pPSprite->pos.X; - int y = pPSprite->y; + int y = pPSprite->pos.Y; int z = pPlayer->zWeapon; Aim aim; aim.dx = bcos(pPSprite->ang); @@ -373,7 +373,7 @@ void UpdateAimVector(PLAYER * pPlayer) if (!(pSprite->flags&8)) continue; int x2 = pSprite->pos.X; - int y2 = pSprite->y; + int y2 = pSprite->pos.Y; int z2 = pSprite->z; int nDist = approxDist(x2-x, y2-y); if (nDist == 0 || nDist > 51200) @@ -428,7 +428,7 @@ void UpdateAimVector(PLAYER * pPlayer) if (!(pSprite->flags&8)) continue; int x2 = pSprite->pos.X; - int y2 = pSprite->y; + int y2 = pSprite->pos.Y; int z2 = pSprite->z; int dx = x2-x; int dy = y2-y; @@ -447,7 +447,7 @@ void UpdateAimVector(PLAYER * pPlayer) int angle = getangle(dx,dy); if (abs(((angle-pPSprite->ang+1024)&2047)-1024) > pWeaponTrack->thingAngle) continue; - if (pPlayer->aimTargetsCount < 16 && cansee(x,y,z,pPSprite->sector(),pSprite->pos.X,pSprite->y,pSprite->z,pSprite->sector())) + if (pPlayer->aimTargetsCount < 16 && cansee(x,y,z,pPSprite->sector(),pSprite->pos.X,pSprite->pos.Y,pSprite->z,pSprite->sector())) pPlayer->aimTargets[pPlayer->aimTargetsCount++] = actor; // Inlined? int dz2 = (lz-z2)>>8; @@ -456,7 +456,7 @@ void UpdateAimVector(PLAYER * pPlayer) int nDist2 = ksqrt(dx2*dx2+dy2*dy2+dz2*dz2); if (nDist2 >= nClosest) continue; - if (cansee(x, y, z, pPSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector())) + if (cansee(x, y, z, pPSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector())) { nClosest = nDist2; aim.dx = bcos(angle); @@ -1521,7 +1521,7 @@ void AltFireVoodoo(int nTrigger, PLAYER *pPlayer) spritetype* pTarget = &targetactor->s(); if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pTarget)) continue; - int nDist = approxDist(pTarget->pos.X - pPlayer->pSprite->pos.X, pTarget->y - pPlayer->pSprite->y); + int nDist = approxDist(pTarget->pos.X - pPlayer->pSprite->pos.X, pTarget->pos.Y - pPlayer->pSprite->pos.Y); if (nDist > 0 && nDist < 51200) { int vc = pPlayer->ammoCount[9] >> 3; @@ -1560,7 +1560,7 @@ void AltFireVoodoo(int nTrigger, PLAYER *pPlayer) continue; if (v4 > 0) v4--; - int nDist = approxDist(pTarget->pos.X - pPlayer->pSprite->pos.X, pTarget->y - pPlayer->pSprite->y); + int nDist = approxDist(pTarget->pos.X - pPlayer->pSprite->pos.X, pTarget->pos.Y - pPlayer->pSprite->pos.Y); if (nDist > 0 && nDist < 51200) { int vc = pPlayer->ammoCount[9] >> 3; @@ -2662,7 +2662,7 @@ void teslaHit(DBloodActor *missileactor, int a2) { auto pMissile = &missileactor->s(); int x = pMissile->pos.X; - int y = pMissile->y; + int y = pMissile->pos.Y; int z = pMissile->z; int nDist = 300; auto pSector = pMissile->sector(); @@ -2685,7 +2685,7 @@ void teslaHit(DBloodActor *missileactor, int a2) if (CheckSector(sectorMap, pHitSprite) && CheckProximity(hitactor, x, y, z, pSector, nDist)) { int dx = pMissile->pos.X - pHitSprite->pos.X; - int dy = pMissile->y-pHitSprite->y; + int dy = pMissile->pos.Y - pHitSprite->pos.Y; int nDamage = ClipLow((nDist-(ksqrt(dx*dx+dy*dy)>>4)+20)>>1, 10); if (hitactor == owneractor) nDamage /= 2; @@ -2705,7 +2705,7 @@ void teslaHit(DBloodActor *missileactor, int a2) if (!pXSprite->locked) { int dx = pMissile->pos.X - pHitSprite->pos.X; - int dy = pMissile->y-pHitSprite->y; + int dy = pMissile->pos.Y - pHitSprite->pos.Y; int nDamage = ClipLow(nDist-(ksqrt(dx*dx+dy*dy)>>4)+20, 20); actDamageSprite(owneractor, hitactor, kDamageTesla, nDamage << 4); } diff --git a/source/games/duke/src/_polymost.cpp b/source/games/duke/src/_polymost.cpp index ece5cc8ae..a88b02bf3 100644 --- a/source/games/duke/src/_polymost.cpp +++ b/source/games/duke/src/_polymost.cpp @@ -86,10 +86,10 @@ void SE40_Draw(int tag, spritetype *spr, int x, int y, int z, binangle a, fixedh } offx = x - floor1->pos.X; - offy = y - floor1->y; + offy = y - floor1->pos.Y; - renderDrawRoomsQ16(floor2->pos.X + offx, floor2->y + offy, z, a.asq16(), h.asq16(), floor2->sector(), false); - fi.animatesprites(pm_tsprite, pm_spritesortcnt, offx + floor2->pos.X, offy + floor2->y, a.asbuild(), smoothratio); + renderDrawRoomsQ16(floor2->pos.X + offx, floor2->pos.Y + offy, z, a.asq16(), h.asq16(), floor2->sector(), false); + fi.animatesprites(pm_tsprite, pm_spritesortcnt, offx + floor2->pos.X, offy + floor2->pos.Y, a.asbuild(), smoothratio); renderDrawMasks(); it.Reset(STAT_RAROR); @@ -213,7 +213,7 @@ static void geometryEffect(int cposx, int cposy, int cposz, binangle cang, fixed while (auto act = it.Next()) { ChangeActorSect(act, geosectorwarp[gs]); - SetActor(act, { act->spr.pos.X -= geox[gs], act->spr.y -= geoy[gs], act->spr.z }); + SetActor(act, { act->spr.pos.X -= geox[gs], act->spr.pos.Y -= geoy[gs], act->spr.z }); } if (geosector[gs] == sectp) { @@ -233,7 +233,7 @@ static void geometryEffect(int cposx, int cposy, int cposz, binangle cang, fixed while (auto act = it.Next()) { ChangeActorSect(act, geosector[gs]); - SetActor(act, { act->spr.pos.X += geox[gs], act->spr.y += geoy[gs], act->spr.z }); + SetActor(act, { act->spr.pos.X += geox[gs], act->spr.pos.Y += geoy[gs], act->spr.z }); } } fi.animatesprites(pm_tsprite, pm_spritesortcnt, cposx, cposy, cang.asbuild(), smoothratio); @@ -245,7 +245,7 @@ static void geometryEffect(int cposx, int cposy, int cposz, binangle cang, fixed while (auto act = it.Next()) { ChangeActorSect(act, geosectorwarp2[gs]); - SetActor(act, { act->spr.pos.X -= geox2[gs], act->spr.y -= geoy2[gs], act->spr.z }); + SetActor(act, { act->spr.pos.X -= geox2[gs], act->spr.pos.Y -= geoy2[gs], act->spr.z }); } if (geosector[gs] == sectp) { @@ -265,7 +265,7 @@ static void geometryEffect(int cposx, int cposy, int cposz, binangle cang, fixed while (auto act = it.Next()) { ChangeActorSect(act, geosector[gs]); - SetActor(act, { act->spr.pos.X += geox2[gs], act->spr.y += geoy2[gs], act->spr.z }); + SetActor(act, { act->spr.pos.X += geox2[gs], act->spr.pos.Y += geoy2[gs], act->spr.z }); } } fi.animatesprites(pm_tsprite, pm_spritesortcnt, cposx, cposy, cang.asbuild(), smoothratio); diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index e66e64d44..8ca58afb4 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -62,7 +62,7 @@ void RANDOMSCRAP(DDukeActor* origin) int r1 = krand(), r2 = krand(), r3 = krand(), r4 = krand(), r5 = krand(), r6 = krand(), r7 = krand(); int v = isRR() ? 16 : 48; EGS(origin->spr.sector(), - origin->spr.pos.X + (r7 & 255) - 128, origin->spr.y + (r6 & 255) - 128, origin->spr.z - (8 << 8) - (r5 & 8191), + origin->spr.pos.X + (r7 & 255) - 128, origin->spr.pos.Y + (r6 & 255) - 128, origin->spr.z - (8 << 8) - (r5 & 8191), TILE_SCRAP6 + (r4 & 15), -8, v, v, r3 & 2047, (r2 & 63) + 64, -512 - (r1 & 2047), origin, 5); } @@ -265,7 +265,7 @@ void lotsofstuff(DDukeActor* actor, int n, int spawntype) for (int i = n; i > 0; i--) { int r1 = krand(), r2 = krand(); // using the RANDCORRECT version from RR. - auto j = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z - (r2 % (47 << 8)), spawntype, -32, 8, 8, r1 & 2047, 0, 0, actor, 5); + auto j = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (r2 % (47 << 8)), spawntype, -32, 8, 8, r1 & 2047, 0, 0, actor, 5); if (j) j->spr.cstat = randomFlip(); } } @@ -281,7 +281,7 @@ void ms(DDukeActor* const actor) //T1,T2 and T3 are used for all the sector moving stuff!!! actor->spr.pos.X += MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14); - actor->spr.y += MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14); + actor->spr.pos.Y += MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14); int j = actor->temp_data[1]; int k = actor->temp_data[2]; @@ -291,7 +291,7 @@ void ms(DDukeActor* const actor) vec2_t t; rotatepoint({ 0, 0 }, { msx[j], msy[j] }, k & 2047, &t); - dragpoint(&wal, actor->spr.pos.X + t.X, actor->spr.y + t.Y); + dragpoint(&wal, actor->spr.pos.X + t.X, actor->spr.pos.Y + t.Y); j++; } } @@ -376,7 +376,7 @@ void movedummyplayers(void) } act->spr.pos.X += (ps[p].pos.X - ps[p].oposx); - act->spr.y += (ps[p].pos.Y - ps[p].oposy); + act->spr.pos.Y += (ps[p].pos.Y - ps[p].oposy); SetActor(act, act->spr.pos); } } @@ -402,7 +402,7 @@ void moveplayers(void) if (p->newOwner != nullptr) //Looking thru the camera { act->spr.pos.X = p->oposx; - act->spr.y = p->oposy; + act->spr.pos.Y = p->oposy; act->spr.z = p->oposz + gs.playerheight; act->spr.backupz(); act->spr.ang = p->angle.oang.asbuild(); @@ -446,7 +446,7 @@ void moveplayers(void) if (p->actorsqu != nullptr) { - p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->actorsqu->spr.pos.X - p->pos.X, p->actorsqu->spr.y - p->pos.Y)) >> 2); + p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->actorsqu->spr.pos.X - p->pos.X, p->actorsqu->spr.pos.Y - p->pos.Y)) >> 2); } if (act->spr.extra > 0) @@ -462,14 +462,14 @@ void moveplayers(void) else { p->pos.X = act->spr.pos.X; - p->pos.Y = act->spr.y; + p->pos.Y = act->spr.pos.Y; p->pos.Z = act->spr.z - (20 << 8); p->newOwner = nullptr; if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS) { - p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->wackedbyactor->spr.pos.X - p->pos.X, p->wackedbyactor->spr.y - p->pos.Y)) >> 1); + p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->wackedbyactor->spr.pos.X - p->pos.X, p->wackedbyactor->spr.pos.Y - p->pos.Y)) >> 1); } } act->spr.ang = p->angle.ang.asbuild(); @@ -649,7 +649,7 @@ void movecrane(DDukeActor *actor, int crane) case STAT_ZOMBIEACTOR: case STAT_STANDABLE: case STAT_PLAYER: - actor->spr.ang = getangle(cpt.polex - actor->spr.pos.X, cpt.poley - actor->spr.y); + actor->spr.ang = getangle(cpt.polex - actor->spr.pos.X, cpt.poley - actor->spr.pos.Y); SetActor(a2, { cpt.polex, cpt.poley, a2->spr.z }); t[0]++; return; @@ -758,9 +758,9 @@ void movecrane(DDukeActor *actor, int crane) { if (actor->spr.xvel < 192) actor->spr.xvel += 8; - actor->spr.ang = getangle(cpt.x - actor->spr.pos.X, cpt.y - actor->spr.y); + actor->spr.ang = getangle(cpt.x - actor->spr.pos.X, cpt.y - actor->spr.pos.Y); ssp(actor, CLIPMASK0); - if (((actor->spr.pos.X - cpt.x) * (actor->spr.pos.X - cpt.x) + (actor->spr.y - cpt.y) * (actor->spr.y - cpt.y)) < (128 * 128)) + if (((actor->spr.pos.X - cpt.x) * (actor->spr.pos.X - cpt.x) + (actor->spr.pos.Y - cpt.y) * (actor->spr.pos.Y - cpt.y)) < (128 * 128)) t[0]++; } @@ -768,7 +768,7 @@ void movecrane(DDukeActor *actor, int crane) t[0] = 0; if (cpt.poleactor) - SetActor(cpt.poleactor, { actor->spr.pos.X, actor->spr.y, actor->spr.z - (34 << 8) }); + SetActor(cpt.poleactor, { actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (34 << 8) }); auto Owner = actor->GetOwner(); if (Owner != nullptr || actor->IsActiveCrane()) @@ -801,7 +801,7 @@ void movecrane(DDukeActor *actor, int crane) ps[p].oposy = ps[p].pos.Y; ps[p].oposz = ps[p].pos.Z; ps[p].pos.X = actor->spr.pos.X - bcos(ang, -6); - ps[p].pos.Y = actor->spr.y - bsin(ang, -6); + ps[p].pos.Y = actor->spr.pos.Y - bsin(ang, -6); ps[p].pos.Z = actor->spr.z + (2 << 8); SetActor(ps[p].GetActor(), ps[p].pos); ps[p].setCursector(ps[p].GetActor()->spr.sector()); @@ -1331,14 +1331,14 @@ void movetongue(DDukeActor *actor, int tongue, int jaw) actor->spr.ang = Owner->spr.ang; actor->spr.pos.X = Owner->spr.pos.X; - actor->spr.y = Owner->spr.y; + actor->spr.pos.Y = Owner->spr.pos.Y; if (Owner->spr.picnum == TILE_APLAYER) actor->spr.z = Owner->spr.z - (34 << 8); for (int k = 0; k < actor->temp_data[0]; k++) { auto q = EGS(actor->spr.sector(), actor->spr.pos.X + MulScale(k, bcos(actor->spr.ang), 9), - actor->spr.y + MulScale(k, bsin(actor->spr.ang), 9), + actor->spr.pos.Y + MulScale(k, bsin(actor->spr.ang), 9), actor->spr.z + ((k * Sgn(actor->spr.zvel)) * abs(actor->spr.zvel / 12)), tongue, -40 + (k << 1), 8, 8, 0, 0, 0, actor, 5); if (q) @@ -1350,7 +1350,7 @@ void movetongue(DDukeActor *actor, int tongue, int jaw) int k = actor->temp_data[0]; // do not depend on the above loop counter. auto spawned = EGS(actor->spr.sector(), actor->spr.pos.X + MulScale(k, bcos(actor->spr.ang), 9), - actor->spr.y + MulScale(k, bsin(actor->spr.ang), 9), + actor->spr.pos.Y + MulScale(k, bsin(actor->spr.ang), 9), actor->spr.z + ((k * Sgn(actor->spr.zvel)) * abs(actor->spr.zvel / 12)), jaw, -40, 32, 32, 0, 0, 0, actor, 5); if (spawned) @@ -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.pos.X - ps[p].pos.X, actor->spr.y - ps[p].pos.Y)); + int j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->spr.pos.X - ps[p].pos.X, actor->spr.pos.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.pos.X - ps[p].pos.X, act2->spr.y - ps[p].pos.Y)); + j = getincangle(ps[p].angle.ang.asbuild(), getangle(act2->spr.pos.X - ps[p].pos.X, act2->spr.pos.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.pos.X - ps[p].pos.X, actor->spr.y - ps[p].pos.Y); + actor->spr.ang = getangle(actor->spr.pos.X - ps[p].pos.X, actor->spr.pos.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.pos.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.pos.X, actor->spr.pos.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.pos.X, ps[p].pos.Y - actor->spr.y)) / 3; + getincangle(actor->tempang, getangle(ps[p].pos.X - actor->spr.pos.X, ps[p].pos.Y - actor->spr.pos.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.pos.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.pos.X, actor->spr.pos.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.pos.X, ps[p].pos.Y - actor->spr.y)) >> 2; + actor->spr.ang += getincangle(actor->spr.ang, getangle(ps[p].pos.X - actor->spr.pos.X, ps[p].pos.Y - actor->spr.pos.Y)) >> 2; } if (t[0] != 2 && t[0] != 3 && Owner) @@ -1735,7 +1735,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p a = actor->spr.ang; actor->spr.xvel >>= 1; } - else a = getangle(Owner->spr.pos.X - actor->spr.pos.X, Owner->spr.y - actor->spr.y); + else a = getangle(Owner->spr.pos.X - actor->spr.pos.X, Owner->spr.pos.Y - actor->spr.pos.Y); if (t[0] == 1 || t[0] == 4) // Found a locator and going with it { @@ -2053,7 +2053,7 @@ void forcesphereexplode(DDukeActor *actor) } actor->spr.pos.X = Owner->spr.pos.X; - actor->spr.y = Owner->spr.y; + actor->spr.pos.Y = Owner->spr.pos.Y; actor->spr.z = Owner->spr.z; actor->spr.ang += Owner->temp_data[0]; @@ -2158,7 +2158,7 @@ bool money(DDukeActor* actor, int BLOODPOOL) deletesprite(actor); return false; } - int l = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y); + int l = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if (actor->spr.z > l) { @@ -2221,8 +2221,8 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f return false; } - int l = getflorzofslopeptr(sectp, actor->spr.pos.X, actor->spr.y); - int x = getceilzofslopeptr(sectp, actor->spr.pos.X, actor->spr.y); + int l = getflorzofslopeptr(sectp, actor->spr.pos.X, actor->spr.pos.Y); + int x = getceilzofslopeptr(sectp, actor->spr.pos.X, actor->spr.pos.Y); if (x == l) { deletesprite(actor); @@ -2260,7 +2260,7 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f } actor->spr.pos.X += MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14); - actor->spr.y += MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14); + actor->spr.pos.Y += MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14); actor->spr.z += actor->spr.zvel; if (floorcheck && actor->spr.z >= actor->spr.sector()->floorz) @@ -2290,7 +2290,7 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f } t[2]++; } - l = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y); + l = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); actor->spr.z = l - (2 << 8); actor->spr.xvel = 0; @@ -2540,7 +2540,7 @@ void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6) } if (actor->spr.zvel < 4096) actor->spr.zvel += gs.gravity - 50; actor->spr.pos.X += MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14); - actor->spr.y += MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14); + actor->spr.pos.Y += MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14); actor->spr.z += actor->spr.zvel; } else @@ -2574,7 +2574,7 @@ void gutsdir(DDukeActor* actor, int gtype, int n, int p) else sx = sy = 32; int gutz = actor->spr.z - (8 << 8); - int floorz = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.y); + int floorz = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); if (gutz > (floorz - (8 << 8))) gutz = floorz - (8 << 8); @@ -2587,7 +2587,7 @@ void gutsdir(DDukeActor* actor, int gtype, int n, int p) int r1 = krand(); int r2 = krand(); // TRANSITIONAL: owned by a player??? - EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.y, gutz, gtype, -32, sx, sy, a, 256 + (r2 & 127), -512 - (r1 & 2047), ps[p].GetActor(), 5); + EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, gutz, gtype, -32, sx, sy, a, 256 + (r2 & 127), -512 - (r1 & 2047), ps[p].GetActor(), 5); } } @@ -2695,7 +2695,7 @@ void handle_se00(DDukeActor* actor, int LASERLINE) t[3] = ldist(actor, Owner); actor->spr.xvel = t[3]; actor->spr.pos.X = Owner->spr.pos.X; - actor->spr.y = Owner->spr.y; + actor->spr.pos.Y = Owner->spr.pos.Y; actor->spr.ang += (l * q); t[2] += (l * q); } @@ -2819,7 +2819,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) Owner = actor->GetOwner(); if (actor->spr.xvel) { - int x = getangle(Owner->spr.pos.X - actor->spr.pos.X, Owner->spr.y - actor->spr.y); + int x = getangle(Owner->spr.pos.X - actor->spr.pos.X, Owner->spr.pos.Y - actor->spr.pos.Y); int q = getincangle(actor->spr.ang, x) >> 3; t[2] += q; @@ -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.pos.X - ps[p].pos.X, actor->spr.y - ps[p].pos.Y); + actor->spr.ang = getangle(actor->spr.pos.X - ps[p].pos.X, actor->spr.pos.Y - ps[p].pos.Y); fi.shoot(actor, RPG); actor->spr.ang = j; } @@ -2862,7 +2862,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) if ((k == nullptr && ud.clipping == 0) || (k == actor->spr.sector() && ps[p].cursector != actor->spr.sector())) { ps[p].pos.X = actor->spr.pos.X; - ps[p].pos.Y = actor->spr.y; + ps[p].pos.Y = actor->spr.pos.Y; ps[p].setCursector(actor->spr.sector()); SetActor(ps[p].GetActor(), actor->spr.pos); @@ -2906,7 +2906,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) if (psp->spr.extra <= 0) { psp->spr.pos.X = ps[p].pos.X; - psp->spr.y = ps[p].pos.Y; + psp->spr.pos.Y = ps[p].pos.Y; } } } @@ -2919,7 +2919,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) rotatepoint(actor->spr.pos.vec2, a2->spr.pos.vec2, q, &a2->spr.pos.vec2); a2->spr.pos.X += m; - a2->spr.y += x; + a2->spr.pos.Y += x; a2->spr.ang += q; @@ -2945,7 +2945,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) 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.pos.X; - ps[p].oposy = ps[p].pos.Y = actor->spr.y; + ps[p].oposy = ps[p].pos.Y = actor->spr.pos.Y; ps[p].setCursector(actor->spr.sector()); SetActor(ps[p].GetActor(), actor->spr.pos); @@ -2963,7 +2963,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) if (a2->spr.statnum == 1 && badguy(a2) && a2->spr.picnum != SECTOREFFECTOR && a2->spr.picnum != LOCATORS) { auto k = a2->spr.sector(); - updatesector(a2->spr.pos.X, a2->spr.y, &k); + updatesector(a2->spr.pos.X, a2->spr.pos.Y, &k); if (a2->spr.extra >= 0 && k == actor->spr.sector()) { gutsdir(a2, JIBS6, 72, myconnectindex); @@ -3011,7 +3011,7 @@ void handle_se30(DDukeActor *actor, int JIBS6) } if (t[4] == 2) { - int l = FindDistance2D(Owner->spr.pos.X - actor->spr.pos.X, Owner->spr.y - actor->spr.y); + int l = FindDistance2D(Owner->spr.pos.X - actor->spr.pos.X, Owner->spr.pos.Y - actor->spr.pos.Y); if (l <= 128) actor->spr.xvel = 0; @@ -3047,7 +3047,7 @@ void handle_se30(DDukeActor *actor, int JIBS6) if ((k == nullptr && ud.clipping == 0) || (k == actor->spr.sector() && ps[p].cursector != actor->spr.sector())) { ps[p].pos.X = actor->spr.pos.X; - ps[p].pos.Y = actor->spr.y; + ps[p].pos.Y = actor->spr.pos.Y; ps[p].setCursector(actor->spr.sector()); SetActor(ps[p].GetActor(), actor->spr.pos); @@ -3086,7 +3086,7 @@ void handle_se30(DDukeActor *actor, int JIBS6) if (a2->spr.picnum != SECTOREFFECTOR && a2->spr.picnum != LOCATORS) { a2->spr.pos.X += l; - a2->spr.y += x; + a2->spr.pos.Y += x; if (numplayers > 1) { @@ -3109,7 +3109,7 @@ void handle_se30(DDukeActor *actor, int JIBS6) if ((k == nullptr && ud.clipping == 0) || (k == actor->spr.sector() && ps[p].cursector != actor->spr.sector())) { ps[p].pos.X = actor->spr.pos.X; - ps[p].pos.Y = actor->spr.y; + ps[p].pos.Y = actor->spr.pos.Y; ps[p].oposx = ps[p].pos.X; ps[p].oposy = ps[p].pos.Y; @@ -3131,7 +3131,7 @@ void handle_se30(DDukeActor *actor, int JIBS6) // if(a2->spr.sector != actor->spr.sector) { auto k = a2->spr.sector(); - updatesector(a2->spr.pos.X, a2->spr.y, &k); + updatesector(a2->spr.pos.X, a2->spr.pos.Y, &k); if (a2->spr.extra >= 0 && k == actor->spr.sector()) { gutsdir(a2, JIBS6, 24, myconnectindex); @@ -3211,7 +3211,7 @@ void handle_se02(DDukeActor* actor) if (a2->spr.picnum != SECTOREFFECTOR) { a2->spr.pos.X += m; - a2->spr.y += x; + a2->spr.pos.Y += x; SetActor(a2, a2->spr.pos); } } @@ -3354,7 +3354,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER) if (x < 8192) { j = actor->spr.ang; - actor->spr.ang = getangle(actor->spr.pos.X - ps[p].pos.X, actor->spr.y - ps[p].pos.Y); + actor->spr.ang = getangle(actor->spr.pos.X - ps[p].pos.X, actor->spr.pos.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.pos.X, ps[p].pos.Y - actor->spr.y); + actor->spr.ang = getangle(ps[p].pos.X - actor->spr.pos.X, ps[p].pos.Y - actor->spr.pos.Y); actor->spr.ang = ta; actor->SetOwner(nullptr); return; @@ -3396,7 +3396,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER) } else actor->spr.xvel = 256; - x = getangle(Owner->spr.pos.X - actor->spr.pos.X, Owner->spr.y - actor->spr.y); + x = getangle(Owner->spr.pos.X - actor->spr.pos.X, Owner->spr.pos.Y - actor->spr.pos.Y); int q = getincangle(actor->spr.ang, x) >> 3; actor->spr.ang += q; @@ -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.pos.X, ps[p].pos.Y - actor->spr.y)) >> 2; + getincangle(t[2] + 512, getangle(ps[p].pos.X - actor->spr.pos.X, ps[p].pos.Y - actor->spr.pos.Y)) >> 2; sc->ceilingshade = 0; } j = fi.ifhitbyweapon(actor); @@ -3577,7 +3577,7 @@ void handle_se11(DDukeActor *actor) DukeStatIterator it(STAT_ACTOR); while (auto ac = it.Next()) { - if (ac->spr.extra > 0 && badguy(ac) && clipinsidebox(ac->spr.pos.X, ac->spr.y, wallnum(&wal), 256) == 1) + if (ac->spr.extra > 0 && badguy(ac) && clipinsidebox(ac->spr.pos.X, ac->spr.pos.Y, wallnum(&wal), 256) == 1) return; } } @@ -3593,7 +3593,7 @@ void handle_se11(DDukeActor *actor) DukeStatIterator it(STAT_PLAYER); while (auto ac = it.Next()) { - if (ac->GetOwner() && clipinsidebox(ac->spr.pos.X, ac->spr.y, wallnum(&wal), 144) == 1) + if (ac->GetOwner() && clipinsidebox(ac->spr.pos.X, ac->spr.pos.Y, wallnum(&wal), 144) == 1) { t[5] = 8; // Delay t[2] -= k; @@ -3927,7 +3927,7 @@ void handle_se17(DDukeActor* actor) int p = act3->spr.yvel; ps[p].pos.X += act2->spr.pos.X - actor->spr.pos.X; - ps[p].pos.Y += act2->spr.y - actor->spr.y; + ps[p].pos.Y += act2->spr.pos.Y - actor->spr.pos.Y; ps[p].pos.Z = act2->spr.sector()->floorz - (sc->floorz - ps[p].pos.Z); act3->floorz = act2->spr.sector()->floorz; @@ -3947,7 +3947,7 @@ void handle_se17(DDukeActor* actor) else if (act3->spr.statnum != STAT_EFFECTOR) { act3->spr.pos.X += act2->spr.pos.X - actor->spr.pos.X; - act3->spr.y += act2->spr.y - actor->spr.y; + act3->spr.pos.Y += act2->spr.pos.Y - actor->spr.pos.Y; act3->spr.z = act2->spr.sector()->floorz - (sc->floorz - act3->spr.z); act3->spr.backupz(); @@ -4179,12 +4179,12 @@ void handle_se20(DDukeActor* actor) t[3] += actor->spr.xvel; actor->spr.pos.X += x; - actor->spr.y += l; + actor->spr.pos.Y += l; if (t[3] <= 0 || (t[3] >> 6) >= (actor->spr.yvel >> 6)) { actor->spr.pos.X -= x; - actor->spr.y -= l; + actor->spr.pos.Y -= l; t[0] = 0; callsound(actor->spr.sector(), actor); return; @@ -4196,7 +4196,7 @@ void handle_se20(DDukeActor* actor) if (a2->spr.statnum != 3 && a2->spr.zvel == 0) { a2->spr.pos.X += x; - a2->spr.y += l; + a2->spr.pos.Y += l; SetActor(a2, a2->spr.pos); if (a2->sector()->floorstat & CSTAT_SECTOR_SLOPE) if (a2->spr.statnum == 2) @@ -4304,7 +4304,7 @@ void handle_se26(DDukeActor* actor) if (actor->spr.shade > 7) { actor->spr.pos.X = t[3]; - actor->spr.y = t[4]; + actor->spr.pos.Y = t[4]; sc->floorz -= ((actor->spr.zvel * actor->spr.shade) - actor->spr.zvel); actor->spr.shade = 0; } @@ -4317,7 +4317,7 @@ void handle_se26(DDukeActor* actor) if (a2->spr.statnum != 3 && a2->spr.statnum != 10) { a2->spr.pos.X += l; - a2->spr.y += x; + a2->spr.pos.Y += x; a2->spr.z += actor->spr.zvel; SetActor(a2, a2->spr.pos); } @@ -4361,13 +4361,13 @@ void handle_se27(DDukeActor* actor) } else if (ud.recstat == 2 && ps[p].newOwner == nullptr) { - if (cansee(actor->spr.pos.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.pos.X, actor->spr.pos.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.pos.X, ps[p].pos.Y - actor->spr.y)) >> 3; + actor->spr.ang += getincangle(actor->spr.ang, getangle(ps[p].pos.X - actor->spr.pos.X, ps[p].pos.Y - actor->spr.pos.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.pos.X, ps[p].pos.Y - actor->spr.y); + actor->spr.ang = getangle(ps[p].pos.X - actor->spr.pos.X, ps[p].pos.Y - actor->spr.pos.Y); if (t[0] == 999) { @@ -4446,7 +4446,7 @@ void handle_se24(DDukeActor *actor, const int16_t *list1, const int16_t *list2, if (a2->spr.z > (a2->floorz - (16 << 8))) { a2->spr.pos.X += x >> shift; - a2->spr.y += l >> shift; + a2->spr.pos.Y += l >> shift; SetActor(a2, a2->spr.pos); @@ -4861,7 +4861,7 @@ void getglobalz(DDukeActor* actor) auto cc = actor->spr.cstat2; actor->spr.cstat2 |= CSTAT2_SPRITE_NOFIND; // don't clip against self. getzrange cannot detect this because it only receives a coordinate. - getzrange({ actor->spr.pos.X, actor->spr.y, actor->spr.z - (FOURSLEIGHT) }, actor->spr.sector(), &actor->ceilingz, hz, &actor->floorz, lz, zr, CLIPMASK0); + getzrange({ actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (FOURSLEIGHT) }, actor->spr.sector(), &actor->ceilingz, hz, &actor->floorz, lz, zr, CLIPMASK0); actor->spr.cstat2 = cc; if( lz.type == kHitSprite && (lz.actor()->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0 ) @@ -4924,7 +4924,7 @@ void makeitfall(DDukeActor* actor) if ((actor->spr.statnum == STAT_ACTOR || actor->spr.statnum == STAT_PLAYER || actor->spr.statnum == STAT_ZOMBIEACTOR || actor->spr.statnum == STAT_STANDABLE)) { Collision c; - getzrange({ actor->spr.pos.X, actor->spr.y, actor->spr.z - (FOURSLEIGHT) }, actor->spr.sector(), &actor->ceilingz, c, &actor->floorz, c, 127, CLIPMASK0); + getzrange({ actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (FOURSLEIGHT) }, actor->spr.sector(), &actor->ceilingz, c, &actor->floorz, c, 127, CLIPMASK0); } else { @@ -4959,7 +4959,7 @@ int dodge(DDukeActor* actor) int bx, by, mx, my, bxvect, byvect, d; mx = actor->spr.pos.X; - my = actor->spr.y; + my = actor->spr.pos.Y; DukeStatIterator it(STAT_PROJECTILE); while (auto ac = it.Next()) @@ -4968,7 +4968,7 @@ int dodge(DDukeActor* actor) continue; bx = ac->spr.pos.X - mx; - by = ac->spr.y - my; + by = ac->spr.pos.Y - my; bxvect = bcos(ac->spr.ang); byvect = bsin(ac->spr.ang); @@ -5006,9 +5006,9 @@ int furthestangle(DDukeActor *actor, int angs) for (j = actor->spr.ang; j < (2048 + actor->spr.ang); j += angincs) { - hitscan({ actor->spr.pos.X, actor->spr.y, actor->spr.z - (8 << 8) }, actor->spr.sector(), { bcos(j), bsin(j), 0 }, hit, CLIPMASK1); + hitscan({ actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (8 << 8) }, actor->spr.sector(), { bcos(j), bsin(j), 0 }, hit, CLIPMASK1); - d = abs(hit.hitpos.X - actor->spr.pos.X) + abs(hit.hitpos.Y - actor->spr.y); + d = abs(hit.hitpos.X - actor->spr.pos.X) + abs(hit.hitpos.Y - actor->spr.pos.Y); if (d > greatestd) { @@ -5039,13 +5039,13 @@ int furthestcanseepoint(DDukeActor *actor, DDukeActor* tosee, int* dax, int* day for (j = tosee->spr.ang; j < (2048 + tosee->spr.ang); j += (angincs - (krand() & 511))) { - hitscan({ tosee->spr.pos.X, tosee->spr.y, tosee->spr.z - (16 << 8) }, tosee->spr.sector(), { bcos(j), bsin(j), 16384 - (krand() & 32767) }, hit, CLIPMASK1); + hitscan({ tosee->spr.pos.X, tosee->spr.pos.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.pos.X) + abs(hit.hitpos.Y - tosee->spr.y); - da = abs(hit.hitpos.X - actor->spr.pos.X) + abs(hit.hitpos.Y - actor->spr.y); + d = abs(hit.hitpos.X - tosee->spr.pos.X) + abs(hit.hitpos.Y - tosee->spr.pos.Y); + da = abs(hit.hitpos.X - actor->spr.pos.X) + abs(hit.hitpos.Y - actor->spr.pos.Y); if (d < da && hit.hitSector) - if (cansee(hit.hitpos.X, hit.hitpos.Y, hit.hitpos.Z, hit.hitSector, actor->spr.pos.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.pos.X, actor->spr.pos.Y, actor->spr.z - (16 << 8), actor->spr.sector())) { *dax = hit.hitpos.X; *day = hit.hitpos.Y; @@ -5084,15 +5084,15 @@ void alterang(int ang, DDukeActor* actor, int playernum) // NOTE: looks like 'Owner' is set to target sprite ID... - if (holoduke && cansee(holoduke->spr.pos.X, holoduke->spr.y, holoduke->spr.z, holoduke->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z, actor->spr.sector())) + if (holoduke && cansee(holoduke->spr.pos.X, holoduke->spr.pos.Y, holoduke->spr.z, holoduke->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z, actor->spr.sector())) actor->SetOwner(holoduke); else actor->SetOwner(ps[playernum].GetActor()); auto Owner = actor->GetOwner(); if (Owner->spr.picnum == TILE_APLAYER) - goalang = getangle(actor->lastvx - actor->spr.pos.X, actor->lastvy - actor->spr.y); + goalang = getangle(actor->lastvx - actor->spr.pos.X, actor->lastvy - actor->spr.pos.Y); else - goalang = getangle(Owner->spr.pos.X - actor->spr.pos.X, Owner->spr.y - actor->spr.y); + goalang = getangle(Owner->spr.pos.X - actor->spr.pos.X, Owner->spr.pos.Y - actor->spr.pos.Y); if (actor->spr.xvel && actor->spr.picnum != TILE_DRONE) { diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 3f251a986..6f181d946 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -270,13 +270,13 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h if (((dasectp->ceilingz - actor->spr.z) >> 8) < r) { auto wal = dasectp->firstWall(); - int d = abs(wal->pos.X - actor->spr.pos.X) + abs(wal->pos.Y - actor->spr.y); + int d = abs(wal->pos.X - actor->spr.pos.X) + abs(wal->pos.Y - actor->spr.pos.Y); if (d < r) fi.checkhitceiling(dasectp); else { auto thirdpoint = wal->point2Wall()->point2Wall(); - d = abs(thirdpoint->pos.X - actor->spr.pos.X) + abs(thirdpoint->pos.Y - actor->spr.y); + d = abs(thirdpoint->pos.X - actor->spr.pos.X) + abs(thirdpoint->pos.Y - actor->spr.pos.Y); if (d < r) fi.checkhitceiling(dasectp); } @@ -284,17 +284,17 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h for (auto& wal : wallsofsector(dasectp)) { - if ((abs(wal.pos.X - actor->spr.pos.X) + abs(wal.pos.Y - actor->spr.y)) < r) + if ((abs(wal.pos.X - actor->spr.pos.X) + abs(wal.pos.Y - actor->spr.pos.Y)) < r) { if (wal.twoSided()) { search.Add(wal.nextSector()); } int x1 = (((wal.pos.X + wal.point2Wall()->pos.X) >> 1) + actor->spr.pos.X) >> 1; - int y1 = (((wal.pos.Y + wal.point2Wall()->pos.Y) >> 1) + actor->spr.y) >> 1; + int y1 = (((wal.pos.Y + wal.point2Wall()->pos.Y) >> 1) + actor->spr.pos.Y) >> 1; sectortype* sect = wal.sectorp(); updatesector(x1, y1, §); - if (sect && cansee(x1, y1, actor->spr.z, sect, actor->spr.pos.X, actor->spr.y, actor->spr.z, actor->spr.sector())) + if (sect && cansee(x1, y1, actor->spr.z, sect, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z, actor->spr.sector())) fi.checkhitwall(actor, &wal, wal.pos.X, wal.pos.Y, actor->spr.z, actor->spr.picnum); } } @@ -327,7 +327,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h if (actor->spr.picnum != SHRINKSPARK || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) if (dist(actor, act2) < r) { - if (badguy(act2) && !cansee(act2->spr.pos.X, act2->spr.y, act2->spr.z + q, act2->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z + q, actor->spr.sector())) + if (badguy(act2) && !cansee(act2->spr.pos.X, act2->spr.pos.Y, act2->spr.z + q, act2->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z + q, actor->spr.sector())) continue; fi.checkhitsprite(act2, actor); } @@ -347,9 +347,9 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h int d = dist(actor, act2); if (act2->spr.picnum == APLAYER) act2->spr.z += gs.playerheight; - if (d < r && cansee(act2->spr.pos.X, act2->spr.y, act2->spr.z - (8 << 8), act2->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z - (12 << 8), actor->spr.sector())) + if (d < r && cansee(act2->spr.pos.X, act2->spr.pos.Y, act2->spr.z - (8 << 8), act2->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (12 << 8), actor->spr.sector())) { - act2->ang = getangle(act2->spr.pos.X - actor->spr.pos.X, act2->spr.y - actor->spr.y); + act2->ang = getangle(act2->spr.pos.X - actor->spr.pos.X, act2->spr.pos.Y - actor->spr.pos.Y); if (actor->spr.picnum == RPG && act2->spr.extra > 0) act2->picnum = RPG; @@ -448,7 +448,7 @@ int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, un if (actor->spr.statnum == 5 || (bg && actor->spr.xrepeat < 4)) { actor->spr.pos.X += (xchange * TICSPERFRAME) >> 2; - actor->spr.y += (ychange * TICSPERFRAME) >> 2; + actor->spr.pos.Y += (ychange * TICSPERFRAME) >> 2; actor->spr.z += (zchange * TICSPERFRAME) >> 2; if (bg) SetActor(actor, actor->spr.pos); @@ -503,7 +503,7 @@ int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, un clipmove(pos, &dasectp, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), (int)(actor->spr.clipdist << 2), (4 << 8), (4 << 8), cliptype, result); } actor->spr.pos.X = pos.X; - actor->spr.y = pos.Y; + actor->spr.pos.Y = pos.Y; if (dasectp != nullptr) if (dasectp != actor->spr.sector()) @@ -555,7 +555,7 @@ void guts_d(DDukeActor* actor, int gtype, int n, int p) else sx = sy = 32; gutz = actor->spr.z - (8 << 8); - floorz = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y); + floorz = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if (gutz > (floorz - (8 << 8))) gutz = floorz - (8 << 8); @@ -579,7 +579,7 @@ void guts_d(DDukeActor* actor, int gtype, int n, int p) int r4 = krand(); int r5 = krand(); // TRANSITIONAL: owned by a player??? - auto spawned = EGS(actor->spr.sector(), actor->spr.pos.X + (r5 & 255) - 128, actor->spr.y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx, sy, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].GetActor(), 5); + auto spawned = EGS(actor->spr.sector(), actor->spr.pos.X + (r5 & 255) - 128, actor->spr.pos.Y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx, sy, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].GetActor(), 5); if (spawned) { if (spawned->spr.picnum == JIBS2) @@ -632,7 +632,7 @@ void movefta_d(void) continue; } sx = act->spr.pos.X + 64 - (krand() & 127); - sy = act->spr.y + 64 - (krand() & 127); + sy = act->spr.pos.Y + 64 - (krand() & 127); updatesector(px, py, &ssect); if (ssect == nullptr) { @@ -647,7 +647,7 @@ void movefta_d(void) { int r1 = krand(); int r2 = krand(); - j = cansee(act->spr.pos.X, act->spr.y, act->spr.z - ((r2 & 31) << 8), act->spr.sector(), ps[p].oposx, ps[p].oposy, ps[p].oposz - ((r1 & 31) << 8), ps[p].cursector); + j = cansee(act->spr.pos.X, act->spr.pos.Y, act->spr.z - ((r2 & 31) << 8), act->spr.sector(), ps[p].oposx, ps[p].oposy, ps[p].oposz - ((r1 & 31) << 8), ps[p].cursector); } @@ -1005,16 +1005,16 @@ static void movetripbomb(DDukeActor *actor) int16_t l = actor->spr.ang; actor->spr.ang = actor->temp_data[5]; - actor->temp_data[3] = actor->spr.pos.X; actor->temp_data[4] = actor->spr.y; + actor->temp_data[3] = actor->spr.pos.X; actor->temp_data[4] = actor->spr.pos.Y; actor->spr.pos.X += bcos(actor->temp_data[5], -9); - actor->spr.y += bsin(actor->temp_data[5], -9); + actor->spr.pos.Y += bsin(actor->temp_data[5], -9); actor->spr.z -= (3 << 8); // Laser fix from EDuke32. auto const oldSect = actor->spr.sector(); auto curSect = actor->spr.sector(); - updatesectorneighbor(actor->spr.pos.X, actor->spr.y, &curSect, 2048); + updatesectorneighbor(actor->spr.pos.X, actor->spr.pos.Y, &curSect, 2048); ChangeActorSect(actor, curSect); DDukeActor* hit; @@ -1044,8 +1044,8 @@ static void movetripbomb(DDukeActor *actor) x -= 1024; actor->spr.pos.X += bcos(actor->temp_data[5], -4); - actor->spr.y += bsin(actor->temp_data[5], -4); - updatesectorneighbor(actor->spr.pos.X, actor->spr.y, &curSect, 2048); + actor->spr.pos.Y += bsin(actor->temp_data[5], -4); + updatesectorneighbor(actor->spr.pos.X, actor->spr.pos.Y, &curSect, 2048); if (curSect == nullptr) break; @@ -1059,7 +1059,7 @@ static void movetripbomb(DDukeActor *actor) } actor->temp_data[0]++; - actor->spr.pos.X = actor->temp_data[3]; actor->spr.y = actor->temp_data[4]; + actor->spr.pos.X = actor->temp_data[3]; actor->spr.pos.Y = actor->temp_data[4]; actor->spr.z += (3 << 8); ChangeActorSect(actor, oldSect); actor->temp_data[3] = 0; @@ -1075,15 +1075,15 @@ static void movetripbomb(DDukeActor *actor) actor->temp_data[1]++; - actor->temp_data[3] = actor->spr.pos.X; actor->temp_data[4] = actor->spr.y; + actor->temp_data[3] = actor->spr.pos.X; actor->temp_data[4] = actor->spr.pos.Y; actor->spr.pos.X += bcos(actor->temp_data[5], -9); - actor->spr.y += bsin(actor->temp_data[5], -9); + actor->spr.pos.Y += bsin(actor->temp_data[5], -9); actor->spr.z -= (3 << 8); SetActor(actor, actor->spr.pos); x = hitasprite(actor, nullptr); - actor->spr.pos.X = actor->temp_data[3]; actor->spr.y = actor->temp_data[4]; + actor->spr.pos.X = actor->temp_data[3]; actor->spr.pos.Y = actor->temp_data[4]; actor->spr.z += (3 << 8); SetActor(actor, actor->spr.pos); @@ -1142,7 +1142,7 @@ static void movefireext(DDukeActor* actor) for (int k = 0; k < 16; k++) { - auto spawned = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5); + auto spawned = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5); if(spawned) spawned->spr.pal = 2; } @@ -1462,7 +1462,7 @@ static bool movefireball(DDukeActor* actor) { FireProj* proj = &trail->fproj; ball->spr.pos.X = proj->x; - ball->spr.y = proj->y; + ball->spr.pos.Y = proj->y; ball->spr.z = proj->z; ball->spr.xvel = proj->xv; ball->spr.yvel = proj->yv; @@ -1473,7 +1473,7 @@ static bool movefireball(DDukeActor* actor) ball->spr.cstat = actor->spr.cstat; ball->spr.extra = 0; - ball->fproj = { ball->spr.pos.X, ball->spr.y, ball->spr.z, ball->spr.xvel, ball->spr.yvel, ball->spr.zvel }; + ball->fproj = { ball->spr.pos.X, ball->spr.pos.Y, ball->spr.z, ball->spr.xvel, ball->spr.yvel, ball->spr.zvel }; ChangeActorStat(ball, STAT_PROJECTILE); } @@ -1568,7 +1568,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t &oldpos) else { SetActor(proj, oldpos); - fi.checkhitwall(proj, wal, proj->spr.pos.X, proj->spr.y, proj->spr.z, proj->spr.picnum); + fi.checkhitwall(proj, wal, proj->spr.pos.X, proj->spr.pos.Y, proj->spr.z, proj->spr.picnum); if (proj->spr.picnum == FREEZEBLAST) { @@ -1684,7 +1684,7 @@ static void weaponcommon_d(DDukeActor* proj) MulScale(k, bsin(proj->spr.ang), 14), ll, CLIPMASK1, coll); if (proj->spr.picnum == RPG && proj->temp_actor != nullptr) - if (FindDistance2D(proj->spr.pos.X - proj->temp_actor->spr.pos.X, proj->spr.y - proj->temp_actor->spr.y) < 256) + if (FindDistance2D(proj->spr.pos.X - proj->temp_actor->spr.pos.X, proj->spr.pos.Y - proj->temp_actor->spr.pos.Y) < 256) coll.setSprite(proj->temp_actor); if (!proj->spr.insector()) @@ -1716,7 +1716,7 @@ static void weaponcommon_d(DDukeActor* proj) { auto spawned = EGS(proj->spr.sector(), proj->spr.pos.X + MulScale(k, bcos(proj->spr.ang), 9), - proj->spr.y + MulScale(k, bsin(proj->spr.ang), 9), + proj->spr.pos.Y + MulScale(k, bsin(proj->spr.ang), 9), proj->spr.z + ((k * Sgn(proj->spr.zvel)) * abs(proj->spr.zvel / 24)), FIRELASER, -40 + (k << 2), proj->spr.xrepeat, proj->spr.yrepeat, 0, 0, 0, proj->GetOwner(), 5); if (spawned) @@ -1941,7 +1941,7 @@ void movetransports_d(void) } ps[p].bobposx = ps[p].oposx = ps[p].pos.X = Owner->spr.pos.X; - ps[p].bobposy = ps[p].oposy = ps[p].pos.Y = Owner->spr.y; + ps[p].bobposy = ps[p].oposy = ps[p].pos.Y = Owner->spr.pos.Y; ps[p].oposz = ps[p].pos.Z = Owner->spr.z - gs.playerheight; ChangeActorSect(act2, Owner->sector()); @@ -1963,7 +1963,7 @@ void movetransports_d(void) (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { ps[p].oposx = ps[p].pos.X += Owner->spr.pos.X - act->spr.pos.X; - ps[p].oposy = ps[p].pos.Y += Owner->spr.y - act->spr.y; + ps[p].oposy = ps[p].pos.Y += Owner->spr.pos.Y - act->spr.pos.Y; if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11)) ps[p].pos.Z = Owner->spr.z - 6144; @@ -2019,7 +2019,7 @@ void movetransports_d(void) if (k == 1) { ps[p].oposx = ps[p].pos.X += Owner->spr.pos.X - act->spr.pos.X; - ps[p].oposy = ps[p].pos.Y += Owner->spr.y - act->spr.y; + ps[p].oposy = ps[p].pos.Y += Owner->spr.pos.Y - act->spr.pos.Y; if (!Owner || Owner->GetOwner() != Owner) ps[p].transporter_hold = -2; @@ -2133,7 +2133,7 @@ void movetransports_d(void) if (act2->spr.statnum == STAT_PROJECTILE || (checkcursectnums(act->spr.sector()) == -1 && checkcursectnums(Owner->spr.sector()) == -1)) { act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); - act2->spr.y += (Owner->spr.y - act->spr.y); + act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.z -= act->spr.z - Owner->sector()->floorz; act2->spr.ang = Owner->spr.ang; @@ -2160,7 +2160,7 @@ void movetransports_d(void) else { act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); - act2->spr.y += (Owner->spr.y - act->spr.y); + act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.z = Owner->spr.z + 4096; act2->spr.backupz(); @@ -2170,7 +2170,7 @@ void movetransports_d(void) break; case 1: act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); - act2->spr.y += (Owner->spr.y - act->spr.y); + act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.z = Owner->sector()->ceilingz + ll; act2->spr.backupz(); @@ -2180,7 +2180,7 @@ void movetransports_d(void) break; case 2: act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); - act2->spr.y += (Owner->spr.y - act->spr.y); + act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.z = Owner->sector()->floorz - ll; act2->spr.backupz(); @@ -2268,7 +2268,7 @@ static void greenslime(DDukeActor *actor) return; for (j = 16; j >= 0; j--) { - auto k = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z, GLASSPIECES + (j % 3), -32, 36, 36, krand() & 2047, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5); + auto k = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z, GLASSPIECES + (j % 3), -32, 36, 36, krand() & 2047, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5); k->spr.pal = 1; } ps[p].actors_killed++; @@ -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.pos.X - ps[p].pos.X, actor->spr.y - ps[p].pos.Y)); + j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->spr.pos.X - ps[p].pos.X, actor->spr.pos.Y - ps[p].pos.Y)); if (j > -128 && j < 128) ps[p].quick_kick = 14; } @@ -2306,7 +2306,7 @@ static void greenslime(DDukeActor *actor) { for (x = 0; x < 8; x++) { - auto j = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5); + auto j = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5); j->spr.pal = 6; } @@ -2380,7 +2380,7 @@ static void greenslime(DDukeActor *actor) actor->spr.yrepeat = 15 + bsin(t[1], -13); actor->spr.pos.X = ps[p].pos.X + ps[p].angle.ang.bcos(-7); - actor->spr.y = ps[p].pos.Y + ps[p].angle.ang.bsin(-7); + actor->spr.pos.Y = ps[p].pos.Y + ps[p].angle.ang.bsin(-7); return; } @@ -2421,7 +2421,7 @@ static void greenslime(DDukeActor *actor) for (x = 0; x < 8; x++) { - auto j = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5); + auto j = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5); if (j) j->spr.pal = 6; } t[0] = -3; @@ -2462,7 +2462,7 @@ static void greenslime(DDukeActor *actor) actor->spr.z = s5->spr.z; actor->spr.pos.X = s5->spr.pos.X + bcos(l, -11); - actor->spr.y = s5->spr.y + bsin(l, -11); + actor->spr.pos.Y = s5->spr.pos.Y + bsin(l, -11); actor->spr.picnum = GREENSLIME + 2 + (global_random & 1); @@ -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.pos.X, ps[p].pos.Y - actor->spr.y)) >> 3; + getangle(ps[p].pos.X - actor->spr.pos.X, ps[p].pos.Y - actor->spr.pos.Y)) >> 3; // TJR } @@ -2623,7 +2623,7 @@ static void flamethrowerflame(DDukeActor *actor) } int dax = actor->spr.pos.X; - int day = actor->spr.y; + int day = actor->spr.pos.Y; int daz = actor->spr.z; int xvel = actor->spr.xvel; @@ -2679,7 +2679,7 @@ static void flamethrowerflame(DDukeActor *actor) else if (coll.type == kHitWall) { SetActor(actor, { dax, day, daz }); - fi.checkhitwall(actor, coll.hitWall, actor->spr.pos.X, actor->spr.y, actor->spr.z, actor->spr.picnum); + fi.checkhitwall(actor, coll.hitWall, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z, actor->spr.picnum); } else if (coll.type == kHitSector) { @@ -2808,7 +2808,7 @@ static void heavyhbomb(DDukeActor *actor) if (coll.type== kHitWall) { auto wal = coll.hitWall; - fi.checkhitwall(actor, wal, actor->spr.pos.X, actor->spr.y, actor->spr.z, actor->spr.picnum); + fi.checkhitwall(actor, wal, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z, actor->spr.picnum); int k = getangle(wal->delta()); @@ -2874,7 +2874,7 @@ DETONATEB: } } else if (actor->spr.picnum == HEAVYHBOMB && x < 788 && t[0] > 7 && actor->spr.xvel == 0) - if (cansee(actor->spr.pos.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.pos.X, actor->spr.pos.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) @@ -3120,7 +3120,7 @@ static void fireflyflyingeffect(DDukeActor *actor) actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; double dx = Owner->spr.pos.X - ps[p].GetActor()->spr.pos.X; - double dy = Owner->spr.y - ps[p].GetActor()->spr.y; + double dy = Owner->spr.pos.Y - ps[p].GetActor()->spr.pos.Y; double dist = sqrt(dx * dx + dy * dy); if (dist != 0.0) { @@ -3129,7 +3129,7 @@ static void fireflyflyingeffect(DDukeActor *actor) } actor->spr.pos.X = (int) (Owner->spr.pos.X - (dx * -10.0)); - actor->spr.y = (int) (Owner->spr.y - (dy * -10.0)); + actor->spr.pos.Y = (int) (Owner->spr.pos.Y - (dy * -10.0)); actor->spr.z = Owner->spr.z + 2048; if (Owner->spr.extra <= 0) @@ -3245,7 +3245,7 @@ void moveexplosions_d(void) // STATNUM 5 case MONEY + 1: case MAIL + 1: case PAPER + 1: - act->floorz = act->spr.z = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.y); + act->floorz = act->spr.z = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.pos.Y); break; case MONEY: case MAIL: @@ -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.pos.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.pos.X, actor->spr.pos.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)) { @@ -3682,8 +3682,8 @@ void move_d(DDukeActor *actor, int playernum, int xvel) if (a & face_player) { if (ps[playernum].newOwner != nullptr) - goalang = getangle(ps[playernum].oposx - actor->spr.pos.X, ps[playernum].oposy - actor->spr.y); - else goalang = getangle(ps[playernum].pos.X - actor->spr.pos.X, ps[playernum].pos.Y - actor->spr.y); + goalang = getangle(ps[playernum].oposx - actor->spr.pos.X, ps[playernum].oposy - actor->spr.pos.Y); + else goalang = getangle(ps[playernum].pos.X - actor->spr.pos.X, ps[playernum].pos.Y - actor->spr.pos.Y); angdif = getincangle(actor->spr.ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; actor->spr.ang += angdif; @@ -3695,8 +3695,8 @@ void move_d(DDukeActor *actor, int playernum, int xvel) if (a & face_player_slow) { if (ps[playernum].newOwner != nullptr) - goalang = getangle(ps[playernum].oposx - actor->spr.pos.X, ps[playernum].oposy - actor->spr.y); - else goalang = getangle(ps[playernum].pos.X - actor->spr.pos.X, ps[playernum].pos.Y - actor->spr.y); + goalang = getangle(ps[playernum].oposx - actor->spr.pos.X, ps[playernum].oposy - actor->spr.pos.Y); + else goalang = getangle(ps[playernum].pos.X - actor->spr.pos.X, ps[playernum].pos.Y - actor->spr.pos.Y); angdif = Sgn(getincangle(actor->spr.ang, goalang)) << 5; if (angdif > -32 && angdif < 0) { @@ -3719,7 +3719,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) newx = ps[playernum].pos.X + (ps[playernum].posxv / 768); newy = ps[playernum].pos.Y + (ps[playernum].posyv / 768); - goalang = getangle(newx - actor->spr.pos.X, newy - actor->spr.y); + goalang = getangle(newx - actor->spr.pos.X, newy - actor->spr.pos.Y); angdif = getincangle(actor->spr.ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; actor->spr.ang += angdif; @@ -3727,7 +3727,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) if (t[1] == 0 || a == 0) { - if ((badguy(actor) && actor->spr.extra <= 0) || (actor->spr.ox != actor->spr.pos.X) || (actor->spr.oy != actor->spr.y)) + if ((badguy(actor) && actor->spr.extra <= 0) || (actor->spr.ox != actor->spr.pos.X) || (actor->spr.oy != actor->spr.pos.Y)) { actor->spr.backupvec2(); SetActor(actor, actor->spr.pos); @@ -3758,14 +3758,14 @@ void move_d(DDukeActor *actor, int playernum, int xvel) { if (actor->spr.picnum == COMMANDER) { - actor->floorz = l = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y); + actor->floorz = l = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if (actor->spr.z > (l - (8 << 8))) { if (actor->spr.z > (l - (8 << 8))) actor->spr.z = l - (8 << 8); actor->spr.zvel = 0; } - actor->ceilingz = l = getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y); + actor->ceilingz = l = getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if ((actor->spr.z - l) < (80 << 8)) { actor->spr.z = l + (80 << 8); @@ -3776,13 +3776,13 @@ void move_d(DDukeActor *actor, int playernum, int xvel) { if (actor->spr.zvel > 0) { - actor->floorz = l = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y); + actor->floorz = l = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if (actor->spr.z > (l - (30 << 8))) actor->spr.z = l - (30 << 8); } else { - actor->ceilingz = l = getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y); + actor->ceilingz = l = getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if ((actor->spr.z - l) < (50 << 8)) { actor->spr.z = l + (50 << 8); @@ -3797,7 +3797,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) actor->spr.z = actor->floorz; if (actor->spr.zvel < 0) { - l = getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y); + l = getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if ((actor->spr.z - l) < (66 << 8)) { actor->spr.z = l + (66 << 8); @@ -3819,7 +3819,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) { daxvel = -(1024 - xvel); - angdif = getangle(ps[playernum].pos.X - actor->spr.pos.X, ps[playernum].pos.Y - actor->spr.y); + angdif = getangle(ps[playernum].pos.X - actor->spr.pos.X, ps[playernum].pos.Y - actor->spr.pos.Y); if (xvel < 512) { diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index 2abee697b..857844f5b 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -228,13 +228,13 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h if (((dasectp->ceilingz - actor->spr.z) >> 8) < r) { auto wal = dasectp->firstWall(); - int d = abs(wal->pos.X - actor->spr.pos.X) + abs(wal->pos.Y - actor->spr.y); + int d = abs(wal->pos.X - actor->spr.pos.X) + abs(wal->pos.Y - actor->spr.pos.Y); if (d < r) fi.checkhitceiling(dasectp); else { auto thirdpoint = wal->point2Wall()->point2Wall(); - d = abs(thirdpoint->pos.X - actor->spr.pos.X) + abs(thirdpoint->pos.Y - actor->spr.y); + d = abs(thirdpoint->pos.X - actor->spr.pos.X) + abs(thirdpoint->pos.Y - actor->spr.pos.Y); if (d < r) fi.checkhitceiling(dasectp); } @@ -242,17 +242,17 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h for (auto& wal : wallsofsector(dasectp)) { - if ((abs(wal.pos.X - actor->spr.pos.X) + abs(wal.pos.Y - actor->spr.y)) < r) + if ((abs(wal.pos.X - actor->spr.pos.X) + abs(wal.pos.Y - actor->spr.pos.Y)) < r) { if (wal.twoSided()) { search.Add(wal.nextSector()); } int x1 = (((wal.pos.X + wal.point2Wall()->pos.X) >> 1) + actor->spr.pos.X) >> 1; - int y1 = (((wal.pos.Y + wal.point2Wall()->pos.Y) >> 1) + actor->spr.y) >> 1; + int y1 = (((wal.pos.Y + wal.point2Wall()->pos.Y) >> 1) + actor->spr.pos.Y) >> 1; auto sect = wal.sectorp(); updatesector(x1, y1, §); - if (sect != nullptr && cansee(x1, y1, actor->spr.z, sect, actor->spr.pos.X, actor->spr.y, actor->spr.z, actor->spr.sector())) + if (sect != nullptr && cansee(x1, y1, actor->spr.z, sect, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z, actor->spr.sector())) fi.checkhitwall(actor, &wal, wal.pos.X, wal.pos.Y, actor->spr.z, actor->spr.picnum); } } @@ -272,7 +272,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h if (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) if (dist(actor, act2) < r) { - if (badguy(act2) && !cansee(act2->spr.pos.X, act2->spr.y, act2->spr.z + q, act2->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z + q, actor->spr.sector())) + if (badguy(act2) && !cansee(act2->spr.pos.X, act2->spr.pos.Y, act2->spr.z + q, act2->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z + q, actor->spr.sector())) { continue; } @@ -294,14 +294,14 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h int d = dist(actor, act2); if (act2->spr.picnum == APLAYER) act2->spr.z += gs.playerheight; - if (d < r && cansee(act2->spr.pos.X, act2->spr.y, act2->spr.z - (8 << 8), act2->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z - (12 << 8), actor->spr.sector())) + if (d < r && cansee(act2->spr.pos.X, act2->spr.pos.Y, act2->spr.z - (8 << 8), act2->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (12 << 8), actor->spr.sector())) { if ((isRRRA()) && act2->spr.picnum == MINION && act2->spr.pal == 19) { continue; } - act2->ang = getangle(act2->spr.pos.X - actor->spr.pos.X, act2->spr.y - actor->spr.y); + act2->ang = getangle(act2->spr.pos.X - actor->spr.pos.X, act2->spr.pos.Y - actor->spr.pos.Y); if (actor->spr.picnum == RPG && act2->spr.extra > 0) act2->picnum = RPG; @@ -372,7 +372,7 @@ int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, un if (actor->spr.statnum == 5 || (bg && actor->spr.xrepeat < 4)) { actor->spr.pos.X += (xchange * TICSPERFRAME) >> 2; - actor->spr.y += (ychange * TICSPERFRAME) >> 2; + actor->spr.pos.Y += (ychange * TICSPERFRAME) >> 2; actor->spr.z += (zchange * TICSPERFRAME) >> 2; if (bg) SetActor(actor, actor->spr.pos); @@ -414,7 +414,7 @@ int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, un clipmove(pos, &dasectp, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 128, (4 << 8), (4 << 8), cliptype, result); } actor->spr.pos.X = pos.X; - actor->spr.y = pos.Y; + actor->spr.pos.Y = pos.Y; if (dasectp) if ((dasectp != actor->spr.sector())) @@ -458,7 +458,7 @@ void guts_r(DDukeActor* actor, int gtype, int n, int p) else sx = sy = 32; gutz = actor->spr.z - (8 << 8); - floorz = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y); + floorz = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if (gutz > (floorz - (8 << 8))) gutz = floorz - (8 << 8); @@ -486,7 +486,7 @@ void guts_r(DDukeActor* actor, int gtype, int n, int p) int r4 = krand(); int r5 = krand(); // TRANSITIONAL: owned by a player??? - auto spawned = EGS(actor->spr.sector(), actor->spr.pos.X + (r5 & 255) - 128, actor->spr.y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx >> 1, sy >> 1, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].GetActor(), 5); + auto spawned = EGS(actor->spr.sector(), actor->spr.pos.X + (r5 & 255) - 128, actor->spr.pos.Y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx >> 1, sy >> 1, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].GetActor(), 5); if (spawned && pal != 0) spawned->spr.pal = pal; } @@ -530,7 +530,7 @@ void movefta_r(void) continue; } sx = act->spr.pos.X + 64 - (krand() & 127); - sy = act->spr.y + 64 - (krand() & 127); + sy = act->spr.pos.Y + 64 - (krand() & 127); updatesector(px, py, &ssect); if (ssect == nullptr) { @@ -552,7 +552,7 @@ void movefta_r(void) { int r1 = krand(); int r2 = krand(); - j = cansee(act->spr.pos.X, act->spr.y, act->spr.z - ((r2 & 31) << 8), act->spr.sector(), ps[p].oposx, ps[p].oposy, ps[p].oposz - ((r1 & 31) << 8), ps[p].cursector); + j = cansee(act->spr.pos.X, act->spr.pos.Y, act->spr.z - ((r2 & 31) << 8), act->spr.sector(), ps[p].oposx, ps[p].oposy, ps[p].oposz - ((r1 & 31) << 8), ps[p].cursector); } @@ -1086,7 +1086,7 @@ static void chickenarrow(DDukeActor* actor) if (actor->seek_actor && actor->spr.hitag > 5) { int ang, ang2, ang3; - ang = getangle(ts->spr.pos.X - actor->spr.pos.X, ts->spr.y - actor->spr.y); + ang = getangle(ts->spr.pos.X - actor->spr.pos.X, ts->spr.pos.Y - actor->spr.pos.Y); ang2 = ang - actor->spr.ang; ang3 = abs(ang2); if (ang2 < 100) @@ -1210,7 +1210,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t& oldpos) else { SetActor(proj, oldpos); - fi.checkhitwall(proj, wal, proj->spr.pos.X, proj->spr.y, proj->spr.z, proj->spr.picnum); + fi.checkhitwall(proj, wal, proj->spr.pos.X, proj->spr.pos.Y, proj->spr.z, proj->spr.picnum); if (!isRRRA() && proj->spr.picnum == FREEZEBLAST) { @@ -1237,7 +1237,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t& oldpos) if (proj->spr.extra <= 0) { proj->spr.pos.X += bcos(proj->spr.ang, -7); - proj->spr.y += bsin(proj->spr.ang, -7); + proj->spr.pos.Y += bsin(proj->spr.ang, -7); auto Owner = proj->GetOwner(); if (!isRRRA() || !Owner || (Owner->spr.picnum != CHEER && Owner->spr.picnum != CHEERSTAYPUT)) { @@ -1381,7 +1381,7 @@ static void weaponcommon_r(DDukeActor *proj) MulScale(k, bsin(proj->spr.ang), 14), ll, CLIPMASK1, coll); if ((proj->spr.picnum == RPG || (isRRRA() && isIn(proj->spr.picnum, RPG2, RRTILE1790))) && proj->temp_actor != nullptr) - if (FindDistance2D(proj->spr.pos.X - proj->temp_actor->spr.pos.X, proj->spr.y - proj->temp_actor->spr.y) < 256) + if (FindDistance2D(proj->spr.pos.X - proj->temp_actor->spr.pos.X, proj->spr.pos.Y - proj->temp_actor->spr.pos.Y) < 256) coll.setSprite(proj->temp_actor); if (!proj->spr.insector()) // || (isRR() && proj->spr.sector()->filler == 800)) @@ -1412,7 +1412,7 @@ static void weaponcommon_r(DDukeActor *proj) { auto x = EGS(proj->spr.sector(), proj->spr.pos.X + MulScale(k, bcos(proj->spr.ang), 9), - proj->spr.y + MulScale(k, bsin(proj->spr.ang), 9), + proj->spr.pos.Y + MulScale(k, bsin(proj->spr.ang), 9), proj->spr.z + ((k * Sgn(proj->spr.zvel)) * abs(proj->spr.zvel / 24)), FIRELASER, -40 + (k << 2), proj->spr.xrepeat, proj->spr.yrepeat, 0, 0, 0, proj->GetOwner(), 5); @@ -1605,7 +1605,7 @@ void movetransports_r(void) } ps[p].bobposx = ps[p].oposx = ps[p].pos.X = Owner->spr.pos.X; - ps[p].bobposy = ps[p].oposy = ps[p].pos.Y = Owner->spr.y; + ps[p].bobposy = ps[p].oposy = ps[p].pos.Y = Owner->spr.pos.Y; ps[p].oposz = ps[p].pos.Z = Owner->spr.z - (gs.playerheight - (4 << 8)); ChangeActorSect(act2, Owner->sector()); @@ -1624,7 +1624,7 @@ void movetransports_r(void) (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { ps[p].oposx = ps[p].pos.X += Owner->spr.pos.X - act->spr.pos.X; - ps[p].oposy = ps[p].pos.Y += Owner->spr.y - act->spr.y; + ps[p].oposy = ps[p].pos.Y += Owner->spr.pos.Y - act->spr.pos.Y; if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11)) ps[p].pos.Z = Owner->spr.z - 6144; @@ -1690,7 +1690,7 @@ void movetransports_r(void) if (k == 1) { ps[p].oposx = ps[p].pos.X += Owner->spr.pos.X - act->spr.pos.X; - ps[p].oposy = ps[p].pos.Y += Owner->spr.y - act->spr.y; + ps[p].oposy = ps[p].pos.Y += Owner->spr.pos.Y - act->spr.pos.Y; if (Owner->GetOwner() != Owner) ps[p].transporter_hold = -2; @@ -1704,7 +1704,7 @@ void movetransports_r(void) else if (isRRRA() && k == 2) { ps[p].oposx = ps[p].pos.X += Owner->spr.pos.X - act->spr.pos.X; - ps[p].oposy = ps[p].pos.Y += Owner->spr.y - act->spr.y; + ps[p].oposy = ps[p].pos.Y += Owner->spr.pos.Y - act->spr.pos.Y; if (Owner->GetOwner() != Owner) ps[p].transporter_hold = -2; @@ -1821,7 +1821,7 @@ void movetransports_r(void) if (checkcursectnums(act->spr.sector()) == -1 && checkcursectnums(Owner->spr.sector()) == -1) { act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); - act2->spr.y += (Owner->spr.y - act->spr.y); + act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.z -= act->spr.z - Owner->sector()->floorz; act2->spr.ang = Owner->spr.ang; @@ -1845,7 +1845,7 @@ void movetransports_r(void) else { act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); - act2->spr.y += (Owner->spr.y - act->spr.y); + act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.z = Owner->spr.z + 4096; act2->spr.backupz(); @@ -1855,7 +1855,7 @@ void movetransports_r(void) break; case ST_1_ABOVE_WATER: act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); - act2->spr.y += (Owner->spr.y - act->spr.y); + act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.z = Owner->sector()->ceilingz + ll; act2->spr.backupz(); @@ -1865,7 +1865,7 @@ void movetransports_r(void) break; case ST_2_UNDERWATER: act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); - act2->spr.y += (Owner->spr.y - act->spr.y); + act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.z = Owner->sector()->floorz - ll; act2->spr.backupz(); @@ -1877,7 +1877,7 @@ void movetransports_r(void) case 160: if (!isRRRA()) break; act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); - act2->spr.y += (Owner->spr.y - act->spr.y); + act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.z = Owner->sector()->ceilingz + ll2; act2->spr.backupz(); @@ -1891,7 +1891,7 @@ void movetransports_r(void) case 161: if (!isRRRA()) break; act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); - act2->spr.y += (Owner->spr.y - act->spr.y); + act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.z = Owner->sector()->floorz - ll2; act2->spr.backupz(); @@ -2072,7 +2072,7 @@ static void rrra_specialstats() } else if (act->spr.extra == 200) { - SetActor(act, { act->spr.pos.X, act->spr.y, act->spr.sector()->floorz - 10 }); + SetActor(act, { act->spr.pos.X, act->spr.pos.Y, act->spr.sector()->floorz - 10 }); act->spr.extra = 1; act->spr.picnum = PIG + 11; spawn(act, TRANSPORTERSTAR); @@ -2450,7 +2450,7 @@ void rr_specialstats() { ps[p].angle.ang = buildang(act2->spr.ang); ps[p].bobposx = ps[p].oposx = ps[p].pos.X = act2->spr.pos.X; - ps[p].bobposy = ps[p].oposy = ps[p].pos.Y = act2->spr.y; + ps[p].bobposy = ps[p].oposy = ps[p].pos.Y = act2->spr.pos.Y; ps[p].oposz = ps[p].pos.Z = act2->spr.z - (36 << 8); auto pact = ps[p].GetActor(); ChangeActorSect(pact, act2->sector()); @@ -2589,7 +2589,7 @@ static void heavyhbomb(DDukeActor *actor) if (coll.type == kHitWall) { auto wal = coll.hitWall; - fi.checkhitwall(actor, wal, actor->spr.pos.X, actor->spr.y, actor->spr.z, actor->spr.picnum); + fi.checkhitwall(actor, wal, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z, actor->spr.picnum); int k = getangle(wal->delta()); @@ -2655,7 +2655,7 @@ DETONATEB: } } else if (actor->spr.picnum == HEAVYHBOMB && x < 788 && t[0] > 7 && actor->spr.xvel == 0) - if (cansee(actor->spr.pos.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.pos.X, actor->spr.pos.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) { @@ -2996,7 +2996,7 @@ void moveactors_r(void) getglobalz(act); if (sectp->lotag == 1) { - SetActor(act, { act->spr.pos.X,act->spr.y,act->floorz + (16 << 8) }); + SetActor(act, { act->spr.pos.X,act->spr.pos.Y,act->floorz + (16 << 8) }); } break; @@ -3178,7 +3178,7 @@ void moveexplosions_r(void) // STATNUM 5 deletesprite(act); continue; case FEATHER + 1: // feather - act->floorz = act->spr.z = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.y); + act->floorz = act->spr.z = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.pos.Y); if (act->spr.sector()->lotag == 800) { deletesprite(act); @@ -3334,7 +3334,7 @@ void handle_se06_r(DDukeActor *actor) } if (!hulkspawn) { - ns = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.sector()->ceilingz + 119428, 3677, -8, 16, 16, 0, 0, 0, actor, 5); + ns = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.sector()->ceilingz + 119428, 3677, -8, 16, 16, 0, 0, 0, actor, 5); if (ns) { ns->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT; @@ -3657,8 +3657,8 @@ void move_r(DDukeActor *actor, int pnum, int xvel) if (a & face_player) { if (ps[pnum].newOwner != nullptr) - goalang = getangle(ps[pnum].oposx - actor->spr.pos.X, ps[pnum].oposy - actor->spr.y); - else goalang = getangle(ps[pnum].pos.X - actor->spr.pos.X, ps[pnum].pos.Y - actor->spr.y); + goalang = getangle(ps[pnum].oposx - actor->spr.pos.X, ps[pnum].oposy - actor->spr.pos.Y); + else goalang = getangle(ps[pnum].pos.X - actor->spr.pos.X, ps[pnum].pos.Y - actor->spr.pos.Y); angdif = getincangle(actor->spr.ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; actor->spr.ang += angdif; @@ -3670,8 +3670,8 @@ void move_r(DDukeActor *actor, int pnum, int xvel) if (a & face_player_slow) { if (ps[pnum].newOwner != nullptr) - goalang = getangle(ps[pnum].oposx - actor->spr.pos.X, ps[pnum].oposy - actor->spr.y); - else goalang = getangle(ps[pnum].pos.X - actor->spr.pos.X, ps[pnum].pos.Y - actor->spr.y); + goalang = getangle(ps[pnum].oposx - actor->spr.pos.X, ps[pnum].oposy - actor->spr.pos.Y); + else goalang = getangle(ps[pnum].pos.X - actor->spr.pos.X, ps[pnum].pos.Y - actor->spr.pos.Y); angdif = Sgn(getincangle(actor->spr.ang, goalang)) << 5; if (angdif > -32 && angdif < 0) { @@ -3686,8 +3686,8 @@ void move_r(DDukeActor *actor, int pnum, int xvel) if (a & antifaceplayerslow) { if (ps[pnum].newOwner != nullptr) - goalang = (getangle(ps[pnum].oposx - actor->spr.pos.X, ps[pnum].oposy - actor->spr.y) + 1024) & 2047; - else goalang = (getangle(ps[pnum].pos.X - actor->spr.pos.X, ps[pnum].pos.Y - actor->spr.y) + 1024) & 2047; + goalang = (getangle(ps[pnum].oposx - actor->spr.pos.X, ps[pnum].oposy - actor->spr.pos.Y) + 1024) & 2047; + else goalang = (getangle(ps[pnum].pos.X - actor->spr.pos.X, ps[pnum].pos.Y - actor->spr.pos.Y) + 1024) & 2047; angdif = Sgn(getincangle(actor->spr.ang, goalang)) << 5; if (angdif > -32 && angdif < 0) { @@ -3755,7 +3755,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) newx = ps[pnum].pos.X + (ps[pnum].posxv / 768); newy = ps[pnum].pos.Y + (ps[pnum].posyv / 768); - goalang = getangle(newx - actor->spr.pos.X, newy - actor->spr.y); + goalang = getangle(newx - actor->spr.pos.X, newy - actor->spr.pos.Y); angdif = getincangle(actor->spr.ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; actor->spr.ang += angdif; @@ -3763,7 +3763,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) if (t[1] == 0 || a == 0) { - if ((badguy(actor) && actor->spr.extra <= 0) || (actor->spr.ox != actor->spr.pos.X) || (actor->spr.oy != actor->spr.y)) + if ((badguy(actor) && actor->spr.extra <= 0) || (actor->spr.ox != actor->spr.pos.X) || (actor->spr.oy != actor->spr.pos.Y)) { actor->spr.backupvec2(); SetActor(actor, actor->spr.pos); @@ -3812,7 +3812,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) { if (actor->spr.zvel > 0) { - actor->floorz = l = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y); + actor->floorz = l = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if (isRRRA()) { if (actor->spr.z > (l - (28 << 8))) @@ -3826,7 +3826,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) } else { - actor->ceilingz = l = getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y); + actor->ceilingz = l = getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if ((actor->spr.z - l) < (50 << 8)) { actor->spr.z = l + (50 << 8); @@ -3838,7 +3838,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) actor->spr.z = actor->floorz; if (actor->spr.zvel < 0) { - l = getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y); + l = getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if ((actor->spr.z - l) < (66 << 8)) { actor->spr.z = l + (66 << 8); @@ -3859,7 +3859,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) { daxvel = -(1024 - xvel); - angdif = getangle(ps[pnum].pos.X - actor->spr.pos.X, ps[pnum].pos.Y - actor->spr.y); + angdif = getangle(ps[pnum].pos.X - actor->spr.pos.X, ps[pnum].pos.Y - actor->spr.pos.Y); if (xvel < 512) { diff --git a/source/games/duke/src/animatesprites_d.cpp b/source/games/duke/src/animatesprites_d.cpp index 17ffcbf73..39a588733 100644 --- a/source/games/duke/src/animatesprites_d.cpp +++ b/source/games/duke/src/animatesprites_d.cpp @@ -166,7 +166,7 @@ void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, in if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && ps[h->spr.yvel].newOwner == nullptr && h->GetOwner()) { t->pos.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->pos.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; } @@ -208,11 +208,11 @@ void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, in int sqa = getangle( OwnerAc->spr.pos.X - ps[screenpeek].pos.X, - OwnerAc->spr.y - ps[screenpeek].pos.Y); + OwnerAc->spr.pos.Y - ps[screenpeek].pos.Y); int sqb = getangle( OwnerAc->spr.pos.X - t->pos.X, - OwnerAc->spr.y - t->y); + OwnerAc->spr.pos.Y - t->pos.Y); if (abs(getincangle(sqa, sqb)) > 512) if (ldist(OwnerAc, t) < ldist(ps[screenpeek].GetActor(), OwnerAc)) @@ -227,11 +227,11 @@ void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, in t->xrepeat = 0; else { - t->ang = getangle(x - t->pos.X, y - t->y); + t->ang = getangle(x - t->pos.X, y - t->pos.Y); t->pos.X = OwnerAc->spr.pos.X; - t->y = OwnerAc->spr.y; + t->pos.Y = OwnerAc->spr.pos.Y; t->pos.X += bcos(t->ang, -10); - t->y += bsin(t->ang, -10); + t->pos.Y += bsin(t->ang, -10); } } break; @@ -270,7 +270,7 @@ void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, in break; } - k = getangle(h->spr.pos.X - x, h->spr.y - y); + k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); if (k > 6) { @@ -288,7 +288,7 @@ void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, in break; } - k = getangle(h->spr.pos.X - x, h->spr.y - y); + k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); if (h->temp_data[0] < 4) k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); else k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); @@ -521,7 +521,7 @@ void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, in break; case 5: - k = getangle(h->spr.pos.X - x, h->spr.y - y); + k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) >> 8) & 7; if (k > 4) { @@ -531,7 +531,7 @@ void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, in else t->cstat &= ~CSTAT_SPRITE_XFLIP; break; case 7: - k = getangle(h->spr.pos.X - x, h->spr.y - y); + k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); if (k > 6) { @@ -609,9 +609,9 @@ 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->pos.X - ps[screenpeek].pos.X, shadowspr->y - ps[screenpeek].pos.Y); + int look = getangle(shadowspr->pos.X - ps[screenpeek].pos.X, shadowspr->pos.Y - ps[screenpeek].pos.Y); shadowspr->pos.X += bcos(look, -9); - shadowspr->y += bsin(look, -9); + shadowspr->pos.Y += bsin(look, -9); } } } diff --git a/source/games/duke/src/animatesprites_r.cpp b/source/games/duke/src/animatesprites_r.cpp index d71a99e5c..4bb68dc5b 100644 --- a/source/games/duke/src/animatesprites_r.cpp +++ b/source/games/duke/src/animatesprites_r.cpp @@ -147,7 +147,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && ps[h->spr.yvel].newOwner == nullptr && h->GetOwner()) { t->pos.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->pos.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; h->spr.xrepeat = 24; @@ -202,11 +202,11 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in int sqa = getangle( OwnerAc->spr.pos.X - ps[screenpeek].pos.X, - OwnerAc->spr.y - ps[screenpeek].pos.Y); + OwnerAc->spr.pos.Y - ps[screenpeek].pos.Y); int sqb = getangle( OwnerAc->spr.pos.X - t->pos.X, - OwnerAc->spr.y - t->y); + OwnerAc->spr.pos.Y - t->pos.Y); if (abs(getincangle(sqa, sqb)) > 512) if (ldist(OwnerAc, t) < ldist(ps[screenpeek].GetActor(), OwnerAc)) @@ -220,11 +220,11 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in t->xrepeat = 0; else { - t->ang = getangle(x - t->pos.X, y - t->y); + t->ang = getangle(x - t->pos.X, y - t->pos.Y); t->pos.X = OwnerAc->spr.pos.X; - t->y = OwnerAc->spr.y; + t->pos.Y = OwnerAc->spr.pos.Y; t->pos.X += bcos(t->ang, -10); - t->y += bsin(t->ang, -10); + t->pos.Y += bsin(t->ang, -10); } } break; @@ -263,7 +263,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in } else if (OwnerAc->spr.picnum == MAMA) { - k = getangle(h->spr.pos.X - x, h->spr.y - y); + k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) >> 8) & 7; if (k > 4) { @@ -281,7 +281,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in break; case EMPTYBIKE: if (!isRRRA()) goto default_case; - k = getangle(h->spr.pos.X - x, h->spr.y - y); + k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); if (k > 6) { @@ -293,7 +293,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in break; case EMPTYBOAT: if (!isRRRA()) goto default_case; - k = getangle(h->spr.pos.X - x, h->spr.y - y); + k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); if (k > 6) { @@ -304,7 +304,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in t->picnum = EMPTYBOAT + k; break; case RPG: - k = getangle(h->spr.pos.X - x, h->spr.y - y); + k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); if (k > 6) { @@ -316,7 +316,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in break; case RPG2: if (!isRRRA()) goto default_case; - k = getangle(h->spr.pos.X - x, h->spr.y - y); + k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); if (k > 6) { @@ -329,7 +329,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in case RECON: - k = getangle(h->spr.pos.X - x, h->spr.y - y); + k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); if (h->temp_data[0] < 4) k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); else k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); @@ -652,7 +652,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in break; case 5: - k = getangle(h->spr.pos.X - x, h->spr.y - y); + k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) >> 8) & 7; if (k > 4) { @@ -662,7 +662,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in else t->cstat &= ~CSTAT_SPRITE_XFLIP; break; case 7: - k = getangle(h->spr.pos.X - x, h->spr.y - y); + k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); if (k > 6) { @@ -679,7 +679,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in bg = badguy(h); if (bg && h->spr.statnum == 2 && h->spr.extra > 0) { - k = getangle(h->spr.pos.X - x, h->spr.y - y); + k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) >> 8) & 7; if (k > 4) { @@ -764,9 +764,9 @@ 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->pos.X - ps[screenpeek].pos.X, shadowspr->y - ps[screenpeek].pos.Y); + int look = getangle(shadowspr->pos.X - ps[screenpeek].pos.X, shadowspr->pos.Y - ps[screenpeek].pos.Y); shadowspr->pos.X += bcos(look, -9); - shadowspr->y += bsin(look, -9); + shadowspr->pos.Y += bsin(look, -9); } } } diff --git a/source/games/duke/src/game_misc.cpp b/source/games/duke/src/game_misc.cpp index 900084c35..0c09d4a56 100644 --- a/source/games/duke/src/game_misc.cpp +++ b/source/games/duke/src/game_misc.cpp @@ -409,7 +409,7 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int if (act->spr.cstat & CSTAT_SPRITE_BLOCK) col = PalEntry(170, 0, 170); sprx = act->spr.pos.X; - spry = act->spr.y; + spry = act->spr.pos.Y; if ((act->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) != 0) switch (act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) { diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index 79450b37c..faabec24a 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -1183,8 +1183,8 @@ void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, else SetGameVarID(lVar2, act->spr.pos.X, sActor, sPlayer); break; case ACTOR_Y: - if (bSet) act->spr.y = lValue; - else SetGameVarID(lVar2, act->spr.y, sActor, sPlayer); + if (bSet) act->spr.pos.Y = lValue; + else SetGameVarID(lVar2, act->spr.pos.Y, sActor, sPlayer); break; case ACTOR_Z: if (bSet) act->spr.z = lValue; @@ -1478,7 +1478,7 @@ static bool ifcansee(DDukeActor* actor, int pnum) if (ps[pnum].holoduke_on != nullptr && !isRR()) { tosee = ps[pnum].holoduke_on; - j = cansee(actor->spr.pos.X, actor->spr.y, actor->spr.z - (krand() & ((32 << 8) - 1)), actor->spr.sector(), tosee->spr.pos.X, tosee->spr.y, tosee->spr.z, tosee->sector()); + j = cansee(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (krand() & ((32 << 8) - 1)), actor->spr.sector(), tosee->spr.pos.X, tosee->spr.pos.Y, tosee->spr.z, tosee->sector()); if (j == 0) { @@ -1490,7 +1490,7 @@ static bool ifcansee(DDukeActor* actor, int pnum) else tosee = ps[pnum].GetActor(); // holoduke not on. look for player // can they see player, (or player's holoduke) - j = cansee(actor->spr.pos.X, actor->spr.y, actor->spr.z - (krand() & ((47 << 8))), actor->spr.sector(), tosee->spr.pos.X, tosee->spr.y, tosee->spr.z - ((isRR()? 28 : 24) << 8), tosee->sector()); + j = cansee(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (krand() & ((47 << 8))), actor->spr.sector(), tosee->spr.pos.X, tosee->spr.pos.Y, tosee->spr.z - ((isRR()? 28 : 24) << 8), tosee->sector()); if (j == 0) { @@ -1503,7 +1503,7 @@ static bool ifcansee(DDukeActor* actor, int pnum) // else, they did see it. // save where we were looking.. actor->lastvx = tosee->spr.pos.X; - actor->lastvy = tosee->spr.y; + actor->lastvy = tosee->spr.pos.Y; } if (j == 1 && (actor->spr.statnum == STAT_ACTOR || actor->spr.statnum == STAT_STANDABLE)) @@ -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.pos.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.pos.X, g_ac->spr.pos.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.pos.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.pos.X, g_ac->spr.pos.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; @@ -2190,7 +2190,7 @@ int ParseState::parse(void) else s = (krand()%3); auto l = EGS(g_ac->spr.sector(), - g_ac->spr.pos.X + (krand() & 255) - 128, g_ac->spr.y + (krand() & 255) - 128, g_ac->spr.z - (8 << 8) - (krand() & 8191), + g_ac->spr.pos.X + (krand() & 255) - 128, g_ac->spr.pos.Y + (krand() & 255) - 128, g_ac->spr.z - (8 << 8) - (krand() & 8191), dnum + s, g_ac->spr.shade, 32 + (krand() & 15), 32 + (krand() & 15), krand() & 2047, (krand() & 127) + 32, -(krand() & 2047), g_ac, 5); if (l) @@ -2246,7 +2246,7 @@ int ParseState::parse(void) // I am not convinced this is even remotely smart to be executed from here.. pickrandomspot(g_p); g_ac->spr.pos.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.pos.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); @@ -2449,7 +2449,7 @@ int ParseState::parse(void) 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)); else - j = getincangle(ps[g_p].angle.ang.asbuild(), getangle(g_ac->spr.pos.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.pos.X - ps[g_p].pos.X, g_ac->spr.pos.Y - ps[g_p].pos.Y)); if( j > -128 && j < 128 ) j = 1; @@ -2506,7 +2506,7 @@ int ParseState::parse(void) if( g_ac->spr.sector()->lotag == 0 ) { HitInfo hit{}; - neartag({ g_ac->spr.pos.X, g_ac->spr.y, g_ac->spr.z - (32 << 8) }, g_ac->spr.sector(), g_ac->spr.ang, hit, 768, 1); + neartag({ g_ac->spr.pos.X, g_ac->spr.pos.Y, g_ac->spr.z - (32 << 8) }, g_ac->spr.sector(), g_ac->spr.ang, hit, 768, 1); auto sectp = hit.hitSector; if (sectp) { @@ -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.pos.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.pos.X,g_ac->spr.pos.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) @@ -2827,16 +2827,16 @@ int ParseState::parse(void) j = 0; - updatesector(g_ac->spr.pos.X + 108, g_ac->spr.y + 108, &s1); + updatesector(g_ac->spr.pos.X + 108, g_ac->spr.pos.Y + 108, &s1); if (s1 == g_ac->spr.sector()) { - updatesector(g_ac->spr.pos.X - 108, g_ac->spr.y - 108, &s1); + updatesector(g_ac->spr.pos.X - 108, g_ac->spr.pos.Y - 108, &s1); if (s1 == g_ac->spr.sector()) { - updatesector(g_ac->spr.pos.X + 108, g_ac->spr.y - 108, &s1); + updatesector(g_ac->spr.pos.X + 108, g_ac->spr.pos.Y - 108, &s1); if (s1 == g_ac->spr.sector()) { - updatesector(g_ac->spr.pos.X - 108, g_ac->spr.y + 108, &s1); + updatesector(g_ac->spr.pos.X - 108, g_ac->spr.pos.Y + 108, &s1); if (s1 == g_ac->spr.sector()) j = 1; } @@ -3151,7 +3151,7 @@ int ParseState::parse(void) i = *(insptr++); // ID of def // g_ac->lastvx and lastvy are last known location of target. - ang = getangle(g_ac->lastvx - g_ac->spr.pos.X, g_ac->lastvy - g_ac->spr.y); + ang = getangle(g_ac->lastvx - g_ac->spr.pos.X, g_ac->lastvy - g_ac->spr.pos.Y); SetGameVarID(i, ang, g_ac, g_p); break; } diff --git a/source/games/duke/src/inlines.h b/source/games/duke/src/inlines.h index 4b8b36cc1..233493832 100644 --- a/source/games/duke/src/inlines.h +++ b/source/games/duke/src/inlines.h @@ -85,7 +85,7 @@ inline int ldist(DDukeActor* s1, DDukeActor* s2) { int vx, vy; vx = s1->spr.pos.X - s2->spr.pos.X; - vy = s1->spr.y - s2->spr.y; + vy = s1->spr.pos.Y - s2->spr.pos.Y; return(FindDistance2D(vx, vy) + 1); } @@ -93,14 +93,14 @@ inline int ldist(const DDukeActor* s1, const tspritetype* s2) { int vx, vy; vx = s1->spr.pos.X - s2->pos.X; - vy = s1->spr.y - s2->y; + vy = s1->spr.pos.Y - s2->pos.Y; return(FindDistance2D(vx, vy) + 1); } inline int dist(DDukeActor* s1, DDukeActor* s2) { int vx, vy, vz; vx = s1->spr.pos.X - s2->spr.pos.X; - vy = s1->spr.y - s2->spr.y; + vy = s1->spr.pos.Y - s2->spr.pos.Y; vz = s1->spr.z - s2->spr.z; return(FindDistance3D(vx, vy, vz)); } diff --git a/source/games/duke/src/noise.cpp b/source/games/duke/src/noise.cpp index 458bdc621..7031a6e30 100644 --- a/source/games/duke/src/noise.cpp +++ b/source/games/duke/src/noise.cpp @@ -53,7 +53,7 @@ int wakeup(DDukeActor* actor, int snum) radius = p->noise_radius; if (p->noise_x - radius < actor->spr.pos.X && p->noise_x + radius > actor->spr.pos.X - && p->noise_y - radius < actor->spr.y && p->noise_y + radius > actor->spr.y) + && p->noise_y - radius < actor->spr.pos.Y && p->noise_y + radius > actor->spr.pos.Y) return 1; return 0; } diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index 70613ecd7..de4a3e5db 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.pos.X, hit.hitpos.Y - actor->spr.y)); + return (FindDistance2D(hit.hitpos.X - actor->spr.pos.X, hit.hitpos.Y - actor->spr.pos.Y)); } //--------------------------------------------------------------------------- @@ -194,13 +194,13 @@ int hitasprite(DDukeActor* actor, DDukeActor** hitsp) else if (actor->spr.picnum == TILE_APLAYER) zoff = (39 << 8); else zoff = 0; - hitscan({ actor->spr.pos.X, actor->spr.y, actor->spr.z - zoff }, actor->spr.sector(), { bcos(actor->spr.ang), bsin(actor->spr.ang), 0 }, hit, CLIPMASK1); + hitscan({ actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - zoff }, actor->spr.sector(), { bcos(actor->spr.ang), bsin(actor->spr.ang), 0 }, hit, CLIPMASK1); if (hitsp) *hitsp = hit.actor(); if (hit.hitWall != nullptr && (hit.hitWall->cstat & CSTAT_WALL_MASKED) && badguy(actor)) return((1 << 30)); - return (FindDistance2D(hit.hitpos.X - actor->spr.pos.X, hit.hitpos.Y - actor->spr.y)); + return (FindDistance2D(hit.hitpos.X - actor->spr.pos.X, hit.hitpos.Y - actor->spr.pos.Y)); } //--------------------------------------------------------------------------- @@ -318,7 +318,7 @@ DDukeActor* aim(DDukeActor* actor, int aang) } xv = (act->spr.pos.X - actor->spr.pos.X); - yv = (act->spr.y - actor->spr.y); + yv = (act->spr.pos.Y - actor->spr.pos.Y); if ((dy1 * xv) <= (dx1 * yv)) if ((dy2 * xv) >= (dx2 * yv)) @@ -330,7 +330,7 @@ DDukeActor* aim(DDukeActor* actor, int aang) a = (abs(Scale(act->spr.z - actor->spr.z, 10, sdist) - ps[actor->spr.yvel].horizon.sum().asbuild()) < 100); else a = 1; - cans = cansee(act->spr.pos.X, act->spr.y, act->spr.z - (32 << 8) + gs.actorinfo[act->spr.picnum].aimoffset, act->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z - (32 << 8), actor->spr.sector()); + cans = cansee(act->spr.pos.X, act->spr.pos.Y, act->spr.z - (32 << 8) + gs.actorinfo[act->spr.picnum].aimoffset, act->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (32 << 8), actor->spr.sector()); if (a && cans) { @@ -489,7 +489,7 @@ void footprints(int snum) { 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.pos.X - p->pos.X) < 384) - if (abs(act->spr.y - p->pos.Y) < 384) + if (abs(act->spr.pos.Y - p->pos.Y) < 384) { j = 1; break; @@ -1029,7 +1029,7 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i auto delta = hit.hitWall->delta(); spawned->spr.ang = getangle(-delta.X, -delta.Y) + 512; // note the '-' sign here! spawned->spr.pos.X = hit.hitpos.X; - spawned->spr.y = hit.hitpos.Y; + spawned->spr.pos.Y = hit.hitpos.Y; spawned->spr.z = hit.hitpos.Z; spawned->spr.cstat |= randomXFlip(); ssp(spawned, CLIPMASK0); diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index d865a3f52..3fe3fd877 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -199,7 +199,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, int sx, int sy, int } spawned->spr.pos.X = sx + bsin(sa + 630) / 448; - spawned->spr.y = sy + bsin(sa + 112) / 448; + spawned->spr.pos.Y = sy + bsin(sa + 112) / 448; spawned->spr.z = sz - 256; spawned->spr.setsector(actor->spr.sector()); spawned->spr.cstat = CSTAT_SPRITE_YCENTER; @@ -215,7 +215,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, int sx, int sy, int if (actor->spr.picnum == BOSS5) { spawned->spr.pos.X -= bsin(sa) / 56; - spawned->spr.y += bcos(sa) / 56; + spawned->spr.pos.Y += bcos(sa) / 56; spawned->spr.xrepeat = 10; spawned->spr.yrepeat = 10; } @@ -245,7 +245,7 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa) int x; auto pactor = ps[findplayer(actor, &x)].GetActor(); zvel = ((pactor->spr.z - sz) << 8) / (x + 1); - sa = getangle(pactor->spr.pos.X - sx, pactor->spr.y - sy); + sa = getangle(pactor->spr.pos.X - sx, pactor->spr.pos.Y - sy); } hitscan({ sx, sy, sz }, sectp, { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1); @@ -297,7 +297,7 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa) if (splash) { splash->spr.pos.X = hit.hitpos.X; - splash->spr.y = hit.hitpos.Y; + splash->spr.pos.Y = hit.hitpos.Y; splash->spr.ang = ps[p].angle.ang.asbuild(); // Total tweek splash->spr.xvel = 32; ssp(actor, CLIPMASK0); @@ -351,7 +351,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa break; } zvel = ((aimed->spr.z - sz - dal) << 8) / ldist(ps[p].GetActor(), aimed); - sa = getangle(aimed->spr.pos.X - sx, aimed->spr.y - sy); + sa = getangle(aimed->spr.pos.X - sx, aimed->spr.pos.Y - sy); } if (isWW2GI()) @@ -596,7 +596,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, { int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) - (12 << 8); zvel = ((aimed->spr.z - sz - dal) * vel) / ldist(ps[p].GetActor(), aimed); - sa = getangle(aimed->spr.pos.X - sx, aimed->spr.y - sy); + sa = getangle(aimed->spr.pos.X - sx, aimed->spr.pos.Y - sy); } else zvel = -MulScale(ps[p].horizon.sum().asq16(), 98, 16); @@ -695,7 +695,7 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) + (8 << 8); zvel = ((aimed->spr.z - sz - dal) * vel) / ldist(ps[p].GetActor(), aimed); if (aimed->spr.picnum != RECON) - sa = getangle(aimed->spr.pos.X - sx, aimed->spr.y - sy); + sa = getangle(aimed->spr.pos.X - sx, aimed->spr.pos.Y - sy); } else zvel = -MulScale(ps[p].horizon.sum().asq16(), 81, 16); if (atwith == RPG) @@ -773,7 +773,7 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i } spawned->spr.pos.X += xoffs; - spawned->spr.y += yoffs; + spawned->spr.pos.Y += yoffs; spawned->spr.ang += aoffs; spawned->spr.xrepeat = 42; @@ -793,7 +793,7 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i } spawned->spr.pos.X -= xoffs; - spawned->spr.y -= yoffs; + spawned->spr.pos.Y -= yoffs; spawned->spr.ang -= aoffs; spawned->spr.xrepeat = 24; @@ -815,12 +815,12 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i if (ps[p].hbomb_hold_delay) { spawned->spr.pos.X -= bsin(sa) / 644; - spawned->spr.y += bcos(sa) / 644; + spawned->spr.pos.Y += bcos(sa) / 644; } else { spawned->spr.pos.X += bsin(sa, -8); - spawned->spr.y -= bcos(sa, -8); + spawned->spr.pos.Y -= bcos(sa, -8); } spawned->spr.xrepeat >>= 1; spawned->spr.yrepeat >>= 1; @@ -938,7 +938,7 @@ static void shootgrowspark(DDukeActor* actor, int p, int sx, int sy, int sz, int break; } zvel = ((aimed->spr.z - sz - dal) << 8) / (ldist(ps[p].GetActor(), aimed)); - sa = getangle(aimed->spr.pos.X - sx, aimed->spr.y - sy); + sa = getangle(aimed->spr.pos.X - sx, aimed->spr.pos.Y - sy); } else { @@ -1035,7 +1035,7 @@ void shoot_d(DDukeActor* actor, int atwith) { sa = actor->spr.ang; sx = actor->spr.pos.X; - sy = actor->spr.y; + sy = actor->spr.pos.Y; sz = actor->spr.z - (actor->spr.yrepeat * tileHeight(actor->spr.picnum) << 1) + (4 << 8); if (actor->spr.picnum != ROTATEGUN) { @@ -1067,7 +1067,7 @@ void shoot_d(DDukeActor* actor, int atwith) { k->spr.setsector(sect); k->spr.pos.X = sx; - k->spr.y = sy; + k->spr.pos.Y = sy; k->spr.z = sz; k->spr.ang = sa; k->spr.xvel = 500; @@ -1149,7 +1149,7 @@ void shoot_d(DDukeActor* actor, int atwith) { dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1); zvel = ((aimed->spr.z - sz - dal - (4 << 8)) * 768) / (ldist(ps[p].GetActor(), aimed)); - sa = getangle(aimed->spr.pos.X - sx, aimed->spr.y - sy); + sa = getangle(aimed->spr.pos.X - sx, aimed->spr.pos.Y - sy); } else zvel = -MulScale(ps[p].horizon.sum().asq16(), 98, 16); } @@ -1995,7 +1995,7 @@ static void underwater(int snum, ESyncBits actions, int fz, int cz) if (j) { j->spr.pos.X += bcos(p->angle.ang.asbuild() + 64 - (global_random & 128), -6); - j->spr.y += bsin(p->angle.ang.asbuild() + 64 - (global_random & 128), -6); + j->spr.pos.Y += bsin(p->angle.ang.asbuild() + 64 - (global_random & 128), -6); j->spr.xrepeat = 3; j->spr.yrepeat = 2; j->spr.z = p->pos.Z + (8 << 8); @@ -2031,7 +2031,7 @@ int operateTripbomb(int snum) while ((act = it.Next())) { if (act->spr.picnum == TRIPBOMB && - abs(act->spr.z - hit.hitpos.Z) < (12 << 8) && ((act->spr.pos.X - hit.hitpos.X) * (act->spr.pos.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.pos.X - hit.hitpos.X) * (act->spr.pos.X - hit.hitpos.X) + (act->spr.pos.Y - hit.hitpos.Y) * (act->spr.pos.Y - hit.hitpos.Y)) < (290 * 290)) return 0; } @@ -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.pos.X - p->pos.X, clz.actor()->spr.y - p->pos.Y); + j = getangle(clz.actor()->spr.pos.X - p->pos.X, clz.actor()->spr.pos.Y - p->pos.Y); p->posxv -= bcos(j, 4); p->posyv -= bsin(j, 4); } diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 4eea59603..56c3f78ed 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -100,7 +100,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, int x; auto pspr = ps[findplayer(actor, &x)].GetActor(); zvel = ((pspr->spr.z - sz) << 8) / (x + 1); - sa = getangle(pspr->spr.pos.X - sx, pspr->spr.y - sy); + sa = getangle(pspr->spr.pos.X - sx, pspr->spr.pos.Y - sy); } hitscan({ sx, sy, sz }, sectp, { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1); @@ -116,7 +116,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, { int nx, ny, nz; nx = hit.hitpos.X + (effector->GetOwner()->spr.pos.X - effector->spr.pos.X); - ny = hit.hitpos.Y + (effector->GetOwner()->spr.y - effector->spr.y); + ny = hit.hitpos.Y + (effector->GetOwner()->spr.pos.Y - effector->spr.pos.Y); if (hit.hitSector->lotag == 161) { nz = effector->GetOwner()->sector()->floorz; @@ -186,7 +186,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, if (splash) { splash->spr.pos.X = hit.hitpos.X; - splash->spr.y = hit.hitpos.Y; + splash->spr.pos.Y = hit.hitpos.Y; splash->spr.ang = ps[p].angle.ang.asbuild(); // Total tweek splash->spr.xvel = 32; ssp(actor, 0); @@ -217,7 +217,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa { int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) + (5 << 8); zvel = ((aimed->spr.z - sz - dal) << 8) / ldist(ps[p].GetActor(), aimed); - sa = getangle(aimed->spr.pos.X - sx, aimed->spr.y - sy); + sa = getangle(aimed->spr.pos.X - sx, aimed->spr.pos.Y - sy); } if (atwith == SHOTSPARK1) @@ -272,7 +272,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa { int nx, ny, nz; nx = hit.hitpos.X + (effector->GetOwner()->spr.pos.X - effector->spr.pos.X); - ny = hit.hitpos.Y + (effector->GetOwner()->spr.y - effector->spr.y); + ny = hit.hitpos.Y + (effector->GetOwner()->spr.pos.Y - effector->spr.pos.Y); if (hit.hitSector->lotag == 161) { nz = effector->GetOwner()->sector()->floorz; @@ -510,7 +510,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, { int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) - (12 << 8); zvel = ((aimed->spr.z - sz - dal) * vel) / ldist(ps[p].GetActor(), aimed); - sa = getangle(aimed->spr.pos.X - sx, aimed->spr.y - sy); + sa = getangle(aimed->spr.pos.X - sx, aimed->spr.pos.Y - sy); } else { @@ -626,7 +626,7 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) + (8 << 8); zvel = ((aimed->spr.z - sz - dal) * vel) / ldist(ps[p].GetActor(), aimed); if (aimed->spr.picnum != RECON) - sa = getangle(aimed->spr.pos.X - sx, aimed->spr.y - sy); + sa = getangle(aimed->spr.pos.X - sx, aimed->spr.pos.Y - sy); } else zvel = -MulScale(ps[p].horizon.sum().asq16(), 81, 16); if (atwith == RPG) @@ -723,12 +723,12 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i if (ps[p].hbomb_hold_delay) { spawned->spr.pos.X -= bsin(sa) / 644; - spawned->spr.y += bcos(sa) / 644; + spawned->spr.pos.Y += bcos(sa) / 644; } else { spawned->spr.pos.X += bsin(sa, -8); - spawned->spr.y -= bcos(sa, -8); + spawned->spr.pos.Y -= bcos(sa, -8); } spawned->spr.xrepeat >>= 1; spawned->spr.yrepeat >>= 1; @@ -779,7 +779,7 @@ static void shootwhip(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, { int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) - (12 << 8); zvel = ((aimed->spr.z - sz - dal) * vel) / ldist(ps[p].GetActor(), aimed); - sa = getangle(aimed->spr.pos.X - sx, aimed->spr.y - sy); + sa = getangle(aimed->spr.pos.X - sx, aimed->spr.pos.Y - sy); } else zvel = -MulScale(ps[p].horizon.sum().asq16(), 98, 16); @@ -849,7 +849,7 @@ void shoot_r(DDukeActor* actor, int atwith) p = -1; sa = actor->spr.ang; sx = actor->spr.pos.X; - sy = actor->spr.y; + sy = actor->spr.pos.Y; sz = actor->spr.z - ((actor->spr.yrepeat * tileHeight(actor->spr.picnum)) << 1) + (4 << 8); sz -= (7 << 8); if (badguy(actor)) @@ -2348,7 +2348,7 @@ static void underwater(int snum, ESyncBits actions, int fz, int cz) if (j) { j->spr.pos.X += bcos(p->angle.ang.asbuild() + 64 - (global_random & 128) + 128, -6); - j->spr.y += bsin(p->angle.ang.asbuild() + 64 - (global_random & 128) + 128, -6); + j->spr.pos.Y += bsin(p->angle.ang.asbuild() + 64 - (global_random & 128) + 128, -6); j->spr.xrepeat = 3; j->spr.yrepeat = 2; j->spr.z = p->pos.Z + (8 << 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.pos.X - p->pos.X, clz.actor()->spr.y - p->pos.Y); + int j = getangle(clz.actor()->spr.pos.X - p->pos.X, clz.actor()->spr.pos.Y - p->pos.Y); p->posxv -= bcos(j, 4); p->posyv -= bsin(j, 4); } @@ -4028,7 +4028,7 @@ void OnMotorcycle(struct player_struct *p, DDukeActor* motosprite) if (motosprite) { p->pos.X = motosprite->spr.pos.X; - p->pos.Y = motosprite->spr.y; + p->pos.Y = motosprite->spr.pos.Y; p->angle.ang = buildang(motosprite->spr.ang); p->ammo_amount[MOTORCYCLE_WEAPON] = motosprite->saved_ammo; deletesprite(motosprite); @@ -4108,7 +4108,7 @@ void OnBoat(struct player_struct *p, DDukeActor* boat) if (boat) { p->pos.X = boat->spr.pos.X; - p->pos.Y = boat->spr.y; + p->pos.Y = boat->spr.pos.Y; p->angle.ang = buildang(boat->spr.ang); p->ammo_amount[BOAT_WEAPON] = boat->saved_ammo; deletesprite(boat); diff --git a/source/games/duke/src/premap.cpp b/source/games/duke/src/premap.cpp index f93659115..f1e794b73 100644 --- a/source/games/duke/src/premap.cpp +++ b/source/games/duke/src/premap.cpp @@ -582,7 +582,7 @@ void resetpspritevars(int g) } po[numplayersprites].ox = act->spr.pos.X; - po[numplayersprites].oy = act->spr.y; + po[numplayersprites].oy = act->spr.pos.Y; po[numplayersprites].oz = act->spr.z; po[numplayersprites].oa = act->spr.ang; po[numplayersprites].os = act->spr.sector(); @@ -626,12 +626,12 @@ void resetpspritevars(int g) act->SetOwner(act); ps[j].bobposx = ps[j].oposx = ps[j].pos.X = act->spr.pos.X; - ps[j].bobposy = ps[j].oposy = ps[j].pos.Y = act->spr.y; + ps[j].bobposy = ps[j].oposy = ps[j].pos.Y = act->spr.pos.Y; ps[j].oposz = ps[j].pos.Z = act->spr.z; act->spr.backuppos(); ps[j].angle.oang = ps[j].angle.ang = buildang(act->spr.ang); - updatesector(act->spr.pos.X, act->spr.y, &ps[j].cursector); + updatesector(act->spr.pos.X, act->spr.pos.Y, &ps[j].cursector); j = connectpoint2[j]; @@ -845,8 +845,8 @@ static void SpawnPortals() sectortype* s1 = act->spr.sector(), *s2 = act2->spr.sector(); s1->portalflags = PORTAL_SECTOR_FLOOR; s1->portalflags = PORTAL_SECTOR_CEILING; - s2->portalnum = portalAdd(PORTAL_SECTOR_FLOOR, sectnum(s2), act2->spr.pos.X - act->spr.pos.X, act2->spr.y - act->spr.y, act->spr.hitag); - s2->portalnum = portalAdd(PORTAL_SECTOR_CEILING, sectnum(s1), act->spr.pos.X - act2->spr.pos.X, act->spr.y - act2->spr.y, act->spr.hitag); + s2->portalnum = portalAdd(PORTAL_SECTOR_FLOOR, sectnum(s2), act2->spr.pos.X - act->spr.pos.X, act2->spr.pos.Y - act->spr.pos.Y, act->spr.hitag); + s2->portalnum = portalAdd(PORTAL_SECTOR_CEILING, sectnum(s1), act->spr.pos.X - act2->spr.pos.X, act->spr.pos.Y - act2->spr.pos.Y, act->spr.hitag); processedTags.Push(act->spr.hitag); } else diff --git a/source/games/duke/src/premap_d.cpp b/source/games/duke/src/premap_d.cpp index d8872cb20..0dd93b635 100644 --- a/source/games/duke/src/premap_d.cpp +++ b/source/games/duke/src/premap_d.cpp @@ -290,7 +290,7 @@ void prelevel_d(int g, TArray& actors) if (ac->spr.lotag == -1 && (ac->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { ps[0].exitx = ac->spr.pos.X; - ps[0].exity = ac->spr.y; + ps[0].exity = ac->spr.pos.Y; } else switch (ac->spr.picnum) { diff --git a/source/games/duke/src/premap_r.cpp b/source/games/duke/src/premap_r.cpp index 72fcb0abd..8e089494c 100644 --- a/source/games/duke/src/premap_r.cpp +++ b/source/games/duke/src/premap_r.cpp @@ -534,7 +534,7 @@ void prelevel_r(int g, TArray& actors) if (ac->spr.lotag == -1 && (ac->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { ps[0].exitx = ac->spr.pos.X; - ps[0].exity = ac->spr.y; + ps[0].exity = ac->spr.pos.Y; } else switch (ac->spr.picnum) { @@ -613,14 +613,14 @@ void prelevel_r(int g, TArray& actors) { geosectorwarp[geocnt] = actor2->spr.sector(); geox[geocnt] = actor->spr.pos.X - actor2->spr.pos.X; - geoy[geocnt] = actor->spr.y - actor2->spr.y; + geoy[geocnt] = actor->spr.pos.Y - actor2->spr.pos.Y; //geoz[geocnt] = actor->spr.z - actor2->spr.z; } if (actor2->spr.hitag == 2) { geosectorwarp2[geocnt] = actor2->spr.sector(); geox2[geocnt] = actor->spr.pos.X - actor2->spr.pos.X; - geoy2[geocnt] = actor->spr.y - actor2->spr.y; + geoy2[geocnt] = actor->spr.pos.Y - actor2->spr.pos.Y; //geoz2[geocnt] = actor->spr.z - actor2->spr.z; } } diff --git a/source/games/duke/src/render.cpp b/source/games/duke/src/render.cpp index 83a8a430b..23bce104c 100644 --- a/source/games/duke/src/render.cpp +++ b/source/games/duke/src/render.cpp @@ -115,8 +115,8 @@ void GameInterface::UpdateCameras(double smoothratio) if (!testnewrenderer) { // Note: no ROR or camera here - Polymost has no means to detect these things before rendering the scene itself. - renderDrawRoomsQ16(camera->pos.X, camera->y, camera->z, ang.asq16(), IntToFixed(camera->shade), camera->sector(), false); // why 'shade'...? - fi.animatesprites(pm_tsprite, pm_spritesortcnt, camera->pos.X, camera->y, ang.asbuild(), (int)smoothratio); + renderDrawRoomsQ16(camera->pos.X, camera->pos.Y, camera->z, ang.asq16(), IntToFixed(camera->shade), camera->sector(), false); // why 'shade'...? + fi.animatesprites(pm_tsprite, pm_spritesortcnt, camera->pos.X, camera->pos.Y, ang.asbuild(), (int)smoothratio); renderDrawMasks(); } else @@ -290,7 +290,7 @@ void displayrooms(int snum, double smoothratio) cang = buildang(interpolatedangle(ud.cameraactor->tempang, s->ang, smoothratio)); auto bh = buildhoriz(s->yvel); - renderView(s, s->sector(), s->pos.X, s->y, s->z - (4 << 8), cang, bh, buildang(0), (int)smoothratio); + renderView(s, s->sector(), s->pos.X, s->pos.Y, s->z - (4 << 8), cang, bh, buildang(0), (int)smoothratio); } else { diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index df5f9c5af..10e1f2a16 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -241,7 +241,7 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act) if (lotag == 0) return 0; hitag = act->spr.hitag; sx = act->spr.pos.X; - sy = act->spr.y; + sy = act->spr.pos.Y; picnum = act->spr.picnum; switchpal = act->spr.pal; } @@ -1060,7 +1060,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj) { proj->spr.xvel = (targ->spr.xvel >> 1) + (targ->spr.xvel >> 2); proj->spr.ang -= (targ->spr.ang << 1) + 1024; - targ->spr.ang = getangle(targ->spr.pos.X - proj->spr.pos.X, targ->spr.y - proj->spr.y) - 512; + targ->spr.ang = getangle(targ->spr.pos.X - proj->spr.pos.X, targ->spr.pos.Y - proj->spr.pos.Y) - 512; if (S_CheckSoundPlaying(POOLBALLHIT) < 2) S_PlayActorSound(POOLBALLHIT, targ); } @@ -1110,7 +1110,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj) case HEAVYHBOMB: for (k = 0; k < 64; k++) { - auto j = EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.y, targ->spr.z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (targ->spr.zvel >> 2), targ, 5); + auto j = EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.pos.Y, targ->spr.z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (targ->spr.zvel >> 2), targ, 5); j->spr.pal = 8; } @@ -1125,7 +1125,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj) case HANGLIGHT: case GENERICPOLE2: for (k = 0; k < 6; k++) - EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.y, targ->spr.z - (8 << 8), SCRAP1 + (krand() & 15), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (targ->spr.zvel >> 2), targ, 5); + EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.pos.Y, targ->spr.z - (8 << 8), SCRAP1 + (krand() & 15), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (targ->spr.zvel >> 2), targ, 5); S_PlayActorSound(GLASS_HEAVYBREAK, targ); deletesprite(targ); break; @@ -1155,7 +1155,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj) if (gs.actorinfo[SHOTSPARK1].scriptaddress && proj->spr.extra != ScriptCode[gs.actorinfo[SHOTSPARK1].scriptaddress]) { for (j = 0; j < 15; j++) - EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.y, targ->spr.sector()->floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64, + EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.pos.Y, targ->spr.sector()->floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64, krand() & 2047, (krand() & 127) + 64, -(krand() & 511) - 256, targ, 5); spawn(targ, EXPLOSION2); deletesprite(targ); diff --git a/source/games/duke/src/sectors_r.cpp b/source/games/duke/src/sectors_r.cpp index c4e5443f2..231332017 100644 --- a/source/games/duke/src/sectors_r.cpp +++ b/source/games/duke/src/sectors_r.cpp @@ -360,7 +360,7 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act) if (lotag == 0) return 0; hitag = act->spr.hitag; sx = act->spr.pos.X; - sy = act->spr.y; + sy = act->spr.pos.Y; picnum = act->spr.picnum; switchpal = act->spr.pal; } @@ -939,7 +939,7 @@ static void lotsofpopcorn(DDukeActor *actor, walltype* wal, int n) for (j = n - 1; j >= 0; j--) { a = actor->spr.ang - 256 + (krand() & 511) + 1024; - EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z, POPCORN, -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5); + EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z, POPCORN, -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5); } return; } @@ -2072,7 +2072,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj) lotsofglass(targ, nullptr, 10); targ->spr.picnum++; for (k = 0; k < 6; k++) - EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.y, targ->spr.z - (8 << 8), SCRAP6 + (krand() & 15), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (targ->spr.zvel >> 2), targ, 5); + EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.pos.Y, targ->spr.z - (8 << 8), SCRAP6 + (krand() & 15), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (targ->spr.zvel >> 2), targ, 5); break; case BOWLINGBALL: proj->spr.xvel = (targ->spr.xvel >> 1) + (targ->spr.xvel >> 2); @@ -2090,7 +2090,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj) { proj->spr.xvel = (targ->spr.xvel >> 1) + (targ->spr.xvel >> 2); proj->spr.ang -= (targ->spr.ang << 1) + 1024; - targ->spr.ang = getangle(targ->spr.pos.X - proj->spr.pos.X, targ->spr.y - proj->spr.y) - 512; + targ->spr.ang = getangle(targ->spr.pos.X - proj->spr.pos.X, targ->spr.pos.Y - proj->spr.pos.Y) - 512; if (S_CheckSoundPlaying(POOLBALLHIT) < 2) S_PlayActorSound(POOLBALLHIT, targ); } @@ -2164,7 +2164,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj) case UWHIP: for (k = 0; k < 64; k++) { - auto j = EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.y, targ->spr.z - (krand() % (48 << 8)), SCRAP6 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (targ->spr.zvel >> 2), targ, 5); + auto j = EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.pos.Y, targ->spr.z - (krand() % (48 << 8)), SCRAP6 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (targ->spr.zvel >> 2), targ, 5); j->spr.pal = 8; } @@ -2197,7 +2197,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj) if (gs.actorinfo[SHOTSPARK1].scriptaddress && proj->spr.extra != ScriptCode[gs.actorinfo[SHOTSPARK1].scriptaddress]) { for (j = 0; j < 15; j++) - EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.y, targ->spr.sector()->floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64, + EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.pos.Y, targ->spr.sector()->floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64, krand() & 2047, (krand() & 127) + 64, -(krand() & 511) - 256, targ, 5); spawn(targ, EXPLOSION2); deletesprite(targ); diff --git a/source/games/duke/src/sounds.cpp b/source/games/duke/src/sounds.cpp index 53a3a5f51..9d043086c 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.pos.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.pos.X, actor->spr.pos.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 ae8d0ace3..793a59f7d 100644 --- a/source/games/duke/src/spawn.cpp +++ b/source/games/duke/src/spawn.cpp @@ -60,7 +60,7 @@ DDukeActor* EGS(sectortype* whatsectp, int s_x, int s_y, int s_z, int s_pn, int8 act->spr.pos.X = s_x; - act->spr.y = s_y; + act->spr.pos.Y = s_y; act->spr.z = s_z; act->spr.cstat = 0; act->spr.picnum = s_pn; @@ -219,7 +219,7 @@ DDukeActor* spawn(DDukeActor* actj, int pn) { if (actj) { - auto spawned = EGS(actj->spr.sector(), actj->spr.pos.X, actj->spr.y, actj->spr.z, pn, 0, 0, 0, 0, 0, 0, actj, 0); + auto spawned = EGS(actj->spr.sector(), actj->spr.pos.X, actj->spr.pos.Y, actj->spr.z, pn, 0, 0, 0, 0, 0, 0, actj, 0); if (spawned) { spawned->picnum = actj->spr.picnum; @@ -342,16 +342,16 @@ int spawnbloodpoolpart1(DDukeActor* act) { auto s1 = act->spr.sector(); - updatesector(act->spr.pos.X + 108, act->spr.y + 108, &s1); + updatesector(act->spr.pos.X + 108, act->spr.pos.Y + 108, &s1); if (s1 && s1->floorz == act->spr.sector()->floorz) { - updatesector(act->spr.pos.X - 108, act->spr.y - 108, &s1); + updatesector(act->spr.pos.X - 108, act->spr.pos.Y - 108, &s1); if (s1 && s1->floorz == act->spr.sector()->floorz) { - updatesector(act->spr.pos.X + 108, act->spr.y - 108, &s1); + updatesector(act->spr.pos.X + 108, act->spr.pos.Y - 108, &s1); if (s1 && s1->floorz == act->spr.sector()->floorz) { - updatesector(act->spr.pos.X - 108, act->spr.y + 108, &s1); + updatesector(act->spr.pos.X - 108, act->spr.pos.Y + 108, &s1); if (s1 && s1->floorz != act->spr.sector()->floorz) { act->spr.xrepeat = act->spr.yrepeat = 0; ChangeActorStat(act, STAT_MISC); return true; @@ -384,16 +384,16 @@ void initfootprint(DDukeActor* actj, DDukeActor* act) { auto s1 = act->spr.sector(); - updatesector(act->spr.pos.X + 84, act->spr.y + 84, &s1); + updatesector(act->spr.pos.X + 84, act->spr.pos.Y + 84, &s1); if (s1 && s1->floorz == act->spr.sector()->floorz) { - updatesector(act->spr.pos.X - 84, act->spr.y - 84, &s1); + updatesector(act->spr.pos.X - 84, act->spr.pos.Y - 84, &s1); if (s1 && s1->floorz == act->spr.sector()->floorz) { - updatesector(act->spr.pos.X + 84, act->spr.y - 84, &s1); + updatesector(act->spr.pos.X + 84, act->spr.pos.Y - 84, &s1); if (s1 && s1->floorz == act->spr.sector()->floorz) { - updatesector(act->spr.pos.X - 84, act->spr.y + 84, &s1); + updatesector(act->spr.pos.X - 84, act->spr.pos.Y + 84, &s1); if (s1 && s1->floorz != act->spr.sector()->floorz) { act->spr.xrepeat = act->spr.yrepeat = 0; ChangeActorStat(act, STAT_MISC); return; @@ -447,7 +447,7 @@ void initshell(DDukeActor* actj, DDukeActor* act, bool isshell) } act->spr.pos.X = actj->spr.pos.X + bcos(a, -7); - act->spr.y = actj->spr.y + bsin(a, -7); + act->spr.pos.Y = actj->spr.pos.Y + bsin(a, -7); act->spr.shade = -8; @@ -487,7 +487,7 @@ void initcrane(DDukeActor* actj, DDukeActor* act, int CRANEPOLE) auto& apt = cranes[t[4]]; apt.x = act->spr.pos.X; - apt.y = act->spr.y; + apt.y = act->spr.pos.Y; apt.z = act->spr.z; apt.poleactor = nullptr; @@ -504,10 +504,10 @@ void initcrane(DDukeActor* actj, DDukeActor* act, int CRANEPOLE) act->spr.yrepeat = 128; apt.polex = act->spr.pos.X; - apt.poley = act->spr.y; + apt.poley = act->spr.pos.Y; act->spr.pos.X = act->spr.pos.X; - act->spr.y = act->spr.y; + act->spr.pos.Y = act->spr.pos.Y; act->spr.z = act->spr.z; act->spr.shade = act->spr.shade; @@ -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.pos.X, ps[connecthead].pos.Y - actor->spr.y); + actor->spr.ang = getangle(ps[connecthead].pos.X - actor->spr.pos.X, ps[connecthead].pos.Y - actor->spr.pos.Y); actor->spr.xvel = 48 - (krand() & 31); ssp(actor, CLIPMASK0); } @@ -788,7 +788,7 @@ void spawneffector(DDukeActor* actor, TArray* actors) for (auto& wal : wallsofsector(sectp)) { - d = FindDistance2D(actor->spr.pos.X - wal.pos.X, actor->spr.y - wal.pos.Y); + d = FindDistance2D(actor->spr.pos.X - wal.pos.X, actor->spr.pos.Y - wal.pos.Y); if (d < q) { q = d; @@ -802,7 +802,7 @@ void spawneffector(DDukeActor* actor, TArray* actors) for (auto& wal : wallsofsector(sectp)) { - d = FindDistance2D(actor->spr.pos.X - wal.pos.X, actor->spr.y - wal.pos.Y); + d = FindDistance2D(actor->spr.pos.X - wal.pos.X, actor->spr.pos.Y - wal.pos.Y); if (d < q && &wal != actor->temp_walls[0]) { q = d; @@ -941,7 +941,7 @@ void spawneffector(DDukeActor* actor, TArray* actors) if (actor->spr.ang == 512) { actor->spr.pos.X = act2->spr.pos.X; - actor->spr.y = act2->spr.y; + actor->spr.pos.Y = act2->spr.pos.Y; } found = true; actor->SetOwner(act2); @@ -954,7 +954,7 @@ void spawneffector(DDukeActor* actor, TArray* actors) actor->spr.cstat2 = CSTAT2_SPRITE_NOFIND; actor->spr.cstat = CSTAT_SPRITE_INVISIBLE; ChangeActorStat(actor, STAT_REMOVED); - Printf("Found lonely Sector Effector (lotag 0) at (%d,%d)\n", actor->spr.pos.X, actor->spr.y); + Printf("Found lonely Sector Effector (lotag 0) at (%d,%d)\n", actor->spr.pos.X, actor->spr.pos.Y); return; } } @@ -963,7 +963,7 @@ void spawneffector(DDukeActor* actor, TArray* actors) for (auto& wal : wallsofsector(sectp)) { msx[tempwallptr] = wal.pos.X - actor->spr.pos.X; - msy[tempwallptr] = wal.pos.Y - actor->spr.y; + msy[tempwallptr] = wal.pos.Y - actor->spr.pos.Y; tempwallptr++; if (tempwallptr > 2047) { @@ -993,7 +993,7 @@ void spawneffector(DDukeActor* actor, TArray* actors) if (s == nullptr) { - I_Error("Subway found no zero'd sectors with locators\nat (%d,%d).\n", actor->spr.pos.X, actor->spr.y); + I_Error("Subway found no zero'd sectors with locators\nat (%d,%d).\n", actor->spr.pos.X, actor->spr.pos.Y); } actor->SetOwner(nullptr); @@ -1009,7 +1009,7 @@ void spawneffector(DDukeActor* actor, TArray* actors) else if (actor->spr.lotag == SE_26) { t[3] = actor->spr.pos.X; - t[4] = actor->spr.y; + t[4] = actor->spr.pos.Y; if (actor->spr.shade == sectp->floorshade) //UP actor->spr.zvel = -256; else @@ -1082,7 +1082,7 @@ void lotsofglass(DDukeActor *actor, walltype* wal, int n) for (j = n - 1; j >= 0; j--) { a = actor->spr.ang - 256 + (krand() & 511) + 1024; - EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5); + EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5); } return; } @@ -1124,7 +1124,7 @@ void spriteglass(DDukeActor* actor, int n) { int a = krand() & 2047; int z = actor->spr.z - ((krand() & 16) << 8); - auto k = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.y, z, TILE_GLASSPIECES + (j % 3), krand() & 15, 36, 36, a, 32 + (krand() & 63), -512 - (krand() & 2047), actor, 5); + auto k = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, z, TILE_GLASSPIECES + (j % 3), krand() & 15, 36, 36, a, 32 + (krand() & 63), -512 - (krand() & 2047), actor, 5); if (k) k->spr.pal = actor->spr.pal; } } @@ -1175,7 +1175,7 @@ void lotsofcolourglass(DDukeActor* actor, walltype* wal, int n) for (j = n - 1; j >= 0; j--) { a = krand() & 2047; - auto k = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.y, actor->spr.z - (krand() & (63 << 8)), TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 2047), actor, 5); + auto k = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.z - (krand() & (63 << 8)), TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 2047), actor, 5); if (k) k->spr.pal = krand() & 15; } return; diff --git a/source/games/duke/src/spawn_d.cpp b/source/games/duke/src/spawn_d.cpp index 53b9b3fee..401acfe52 100644 --- a/source/games/duke/src/spawn_d.cpp +++ b/source/games/duke/src/spawn_d.cpp @@ -119,14 +119,14 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* act->SetOwner(actj); ChangeActorStat(act, STAT_MISC); act->spr.pos.X += krand() % 512 - 256; - act->spr.y += krand() % 512 - 256; + act->spr.pos.Y += krand() % 512 - 256; act->spr.xrepeat = 16; act->spr.yrepeat = 16; return act; case WHISPYSMOKE: ChangeActorStat(act, STAT_MISC); act->spr.pos.X += krand() % 256 - 128; - act->spr.y += krand() % 256 - 128; + act->spr.pos.Y += krand() % 256 - 128; act->spr.xrepeat = 20; act->spr.yrepeat = 20; return act; @@ -161,11 +161,11 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* { if (actj->spr.sector()->lotag == 2) { - act->spr.z = getceilzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.y) + (16 << 8); + act->spr.z = getceilzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.pos.Y) + (16 << 8); act->spr.cstat |= CSTAT_SPRITE_YFLIP; } else if (actj->spr.sector()->lotag == 1) - act->spr.z = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.y); + act->spr.z = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.pos.Y); } if (sectp->floorpicnum == FLOORSLIME || @@ -298,7 +298,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* act->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_FLOOR; if (act->spr.picnum == LAVAPOOL) // Twentieth Anniversary World Tour { - int fz = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.y); + int fz = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.pos.Y); if (fz != act->spr.z) act->spr.z = fz; act->spr.z -= 200; @@ -549,7 +549,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* case SPOTLITE: t[0] = act->spr.pos.X; - t[1] = act->spr.y; + t[1] = act->spr.pos.Y; break; case BULLETHOLE: act->spr.xrepeat = act->spr.yrepeat = 3; @@ -642,7 +642,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if (actj) { - int x = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.y); + int x = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.pos.Y); if (act->spr.z > x - (12 << 8)) act->spr.z = x - (12 << 8); } @@ -650,7 +650,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if (act->spr.picnum == ONFIRE) { act->spr.pos.X += krand() % 256 - 128; - act->spr.y += krand() % 256 - 128; + act->spr.pos.Y += krand() % 256 - 128; act->spr.z -= krand() % 10240; act->spr.cstat |= CSTAT_SPRITE_YCENTER; } @@ -750,7 +750,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* case WATERBUBBLEMAKER: if (act->spr.hitag && act->spr.picnum == WATERBUBBLEMAKER) { // JBF 20030913: Pisses off move(), eg. in bobsp2 - Printf(TEXTCOLOR_YELLOW "WARNING: WATERBUBBLEMAKER %d @ %d,%d with hitag!=0. Applying fixup.\n", act->GetIndex(), act->spr.pos.X, act->spr.y); + Printf(TEXTCOLOR_YELLOW "WARNING: WATERBUBBLEMAKER %d @ %d,%d with hitag!=0. Applying fixup.\n", act->GetIndex(), act->spr.pos.X, act->spr.pos.Y); act->spr.hitag = 0; } act->spr.cstat |= CSTAT_SPRITE_INVISIBLE; diff --git a/source/games/duke/src/spawn_r.cpp b/source/games/duke/src/spawn_r.cpp index 8f3a86a94..f472349c4 100644 --- a/source/games/duke/src/spawn_r.cpp +++ b/source/games/duke/src/spawn_r.cpp @@ -213,11 +213,11 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* { if (actj->spr.sector()->lotag == 2) { - act->spr.z = getceilzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.y) + (16 << 8); + act->spr.z = getceilzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.pos.Y) + (16 << 8); act->spr.cstat |= CSTAT_SPRITE_YFLIP; } else if (actj->spr.sector()->lotag == 1) - act->spr.z = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.y); + act->spr.z = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.pos.Y); } if (sectp->floorpicnum == FLOORSLIME || @@ -571,7 +571,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case SPOTLITE: t[0] = act->spr.pos.X; - t[1] = act->spr.y; + t[1] = act->spr.pos.Y; break; case BULLETHOLE: act->spr.xrepeat = act->spr.yrepeat = 3; @@ -650,7 +650,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* if (actj) { - int x = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.y); + int x = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.pos.Y); if (act->spr.z > x - (12 << 8)) act->spr.z = x - (12 << 8); } @@ -907,7 +907,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* act->spr.cstat = CSTAT_SPRITE_TRANSLUCENT; act->spr.cstat |= CSTAT_SPRITE_TRANS_FLIP; act->spr.pos.X += (krand() & 2047) - 1024; - act->spr.y += (krand() & 2047) - 1024; + act->spr.pos.Y += (krand() & 2047) - 1024; act->spr.z += (krand() & 2047) - 1024; break; case MAMA: diff --git a/source/games/exhumed/src/anims.cpp b/source/games/exhumed/src/anims.cpp index be6896d46..1eeefaaf5 100644 --- a/source/games/exhumed/src/anims.cpp +++ b/source/games/exhumed/src/anims.cpp @@ -69,7 +69,7 @@ DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, int x, int y, auto pSprite = &pActor->s(); pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; pSprite->cstat = 0; @@ -143,7 +143,7 @@ void AIAnim::Tick(RunListEvent* ev) { auto pSpriteB = &pIgniter->s(); pSprite->pos.X = pSpriteB->pos.X; - pSprite->y = pSpriteB->y; + pSprite->pos.Y = pSpriteB->pos.Y; pSprite->z = pSpriteB->z; if (pSpriteB->sector() != pSprite->sector()) @@ -251,7 +251,7 @@ void BuildExplosion(DExhumedActor* pActor) edx = 34; } - BuildAnim(nullptr, edx, 0, pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), pSprite->xrepeat, 4); + BuildAnim(nullptr, edx, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), pSprite->xrepeat, 4); } void BuildSplash(DExhumedActor* actor, sectortype* pSector) @@ -285,7 +285,7 @@ void BuildSplash(DExhumedActor* actor, sectortype* pSector) nFlag = 0; } - auto pActor = BuildAnim(nullptr, edx, 0, pSprite->pos.X, pSprite->y, pSector->floorz, pSector, nRepeat, nFlag); + auto pActor = BuildAnim(nullptr, edx, 0, pSprite->pos.X, pSprite->pos.Y, pSector->floorz, pSector, nRepeat, nFlag); if (!bIsLava) { diff --git a/source/games/exhumed/src/anubis.cpp b/source/games/exhumed/src/anubis.cpp index 40d3b1774..0436c9f51 100644 --- a/source/games/exhumed/src/anubis.cpp +++ b/source/games/exhumed/src/anubis.cpp @@ -57,13 +57,13 @@ void BuildAnubis(DExhumedActor* ap, int x, int y, int z, sectortype* pSector, in sp = &ap->s(); x = sp->pos.X; - y = sp->y; + y = sp->pos.Y; z = sp->sector()->floorz; nAngle = sp->ang; } sp->pos.X = x; - sp->y = y; + sp->pos.Y = y; sp->z = z; sp->cstat = CSTAT_SPRITE_BLOCK_ALL; sp->xoffset = 0; @@ -188,7 +188,7 @@ void AIAnubis::Tick(RunListEvent* ev) { if (move.actor() == pTarget) { - int nAng = getangle(pTarget->spr.pos.X - sp->pos.X, pTarget->spr.y - sp->y); + int nAng = getangle(pTarget->spr.pos.X - sp->pos.X, pTarget->spr.pos.Y - sp->pos.Y); int nAngDiff = AngleDiff(sp->ang, nAng); if (nAngDiff < 64) @@ -221,12 +221,12 @@ void AIAnubis::Tick(RunListEvent* ev) if (pTarget != nullptr) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity? { - if (cansee(sp->pos.X, sp->y, sp->z - GetActorHeight(ap), sp->sector(), - pTarget->spr.pos.X, pTarget->spr.y, pTarget->spr.z - GetActorHeight(pTarget), pTarget->spr.sector())) + if (cansee(sp->pos.X, sp->pos.Y, sp->z - GetActorHeight(ap), sp->sector(), + pTarget->spr.pos.X, pTarget->spr.pos.Y, pTarget->spr.z - GetActorHeight(pTarget), pTarget->spr.sector())) { sp->xvel = 0; sp->yvel = 0; - sp->ang = GetMyAngle(pTarget->spr.pos.X - sp->pos.X, pTarget->spr.y - sp->y); + sp->ang = GetMyAngle(pTarget->spr.pos.X - sp->pos.X, pTarget->spr.pos.Y - sp->pos.Y); ap->nAction = 3; ap->nFrame = 0; @@ -406,7 +406,7 @@ void AIAnubis::Damage(RunListEvent* ev) auto pDrumSprite = &pDrumActor->s(); pDrumSprite->pos.X = sp->pos.X; - pDrumSprite->y = sp->y; + pDrumSprite->pos.Y = sp->pos.Y; pDrumSprite->z = pDrumSprite->sector()->floorz; pDrumSprite->xrepeat = 40; pDrumSprite->yrepeat = 40; diff --git a/source/games/exhumed/src/bubbles.cpp b/source/games/exhumed/src/bubbles.cpp index c3e9c20f9..a16a141b8 100644 --- a/source/games/exhumed/src/bubbles.cpp +++ b/source/games/exhumed/src/bubbles.cpp @@ -100,7 +100,7 @@ void AIBubble::Tick(RunListEvent* ev) auto pSectAbove = pSector->pAbove; if (pSprite->hitag > -1 && pSectAbove != nullptr) { - BuildAnim(nullptr, 70, 0, pSprite->pos.X, pSprite->y, pSectAbove->floorz, pSectAbove, 64, 0); + BuildAnim(nullptr, 70, 0, pSprite->pos.X, pSprite->pos.Y, pSectAbove->floorz, pSectAbove, 64, 0); } DestroyBubble(pActor); diff --git a/source/games/exhumed/src/bullet.cpp b/source/games/exhumed/src/bullet.cpp index 24889949f..7b3c63738 100644 --- a/source/games/exhumed/src/bullet.cpp +++ b/source/games/exhumed/src/bullet.cpp @@ -168,7 +168,7 @@ void IgniteSprite(DExhumedActor* pActor) pSprite->hitag += 2; - auto pAnimActor = BuildAnim(nullptr, 38, 0, pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), 40, 20); + auto pAnimActor = BuildAnim(nullptr, 38, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), 40, 20); if (pAnimActor) { @@ -322,7 +322,7 @@ int MoveBullet(int nBullet) spritetype *pSprite = &pActor->s(); int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z; // ebx int nSectFlag = pSprite->sector()->Flag; @@ -381,7 +381,7 @@ MOVEEND: { nVal = 1; x2 = pSprite->pos.X; - y2 = pSprite->y; + y2 = pSprite->pos.Y; z2 = pSprite->z; pHitSect = pSprite->sector(); @@ -432,7 +432,7 @@ MOVEEND: if (nVal == 0 && nType != 15 && nType != 3) { - AddFlash(pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 0); + AddFlash(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 0); if (pSprite->pal != 5) { pSprite->pal = 1; @@ -448,7 +448,7 @@ MOVEEND: hitactor = BulletList[nBullet].pEnemy; auto hitsprite = &hitactor->s(); x2 = hitsprite->pos.X; - y2 = hitsprite->y; + y2 = hitsprite->pos.Y; z2 = hitsprite->z - (GetActorHeight(hitactor) >> 1); pHitSect = hitsprite->sector(); } @@ -518,7 +518,7 @@ HITSPRITE: if ((pHitSect->pBelow != nullptr && (pHitSect->pBelow->Flag & kSectUnderwater)) || pHitSect->Depth) { pSprite->pos.X = x2; - pSprite->y = y2; + pSprite->pos.Y = y2; pSprite->z = z2; BuildSplash(pActor, pHitSect); } @@ -548,7 +548,7 @@ HITSPRITE: else { pSprite->pos.X = x2; - pSprite->y = y2; + pSprite->pos.Y = y2; pSprite->z = z2; ChangeActorSect(pActor, pHitSect); @@ -562,7 +562,7 @@ HITSPRITE: nRadialBullet = -1; - AddFlash(pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 128); + AddFlash(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 128); } } } @@ -605,7 +605,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n assert(pTargetSprite->sector()); - BulletHitsSprite(&sBullet, pActor, pTarget, pTargetSprite->pos.X, pTargetSprite->y, pTargetSprite->z - (nHeight >> 1), pTargetSprite->sector()); + BulletHitsSprite(&sBullet, pActor, pTarget, pTargetSprite->pos.X, pTargetSprite->pos.Y, pTargetSprite->z - (nHeight >> 1), pTargetSprite->sector()); DeleteActor(sBullet.pActor); return nullptr; } @@ -642,7 +642,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n } pBulletSprite->pos.X = pSprite->pos.X; - pBulletSprite->y = pSprite->y; + pBulletSprite->pos.Y = pSprite->pos.Y; pBulletSprite->z = pSprite->z; Bullet *pBullet = &BulletList[nBullet]; @@ -764,7 +764,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n if (pActor != nullptr && pSprite->statnum != 100) { x = pTargetSprite->pos.X; - y = pTargetSprite->y; + y = pTargetSprite->pos.Y; if (pTargetSprite->statnum != 100) { @@ -782,7 +782,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n } x -= pBulletSprite->pos.X; - y -= pBulletSprite->y; + y -= pBulletSprite->pos.Y; nAngle = GetMyAngle(x, y); pSprite->ang = nAngle; @@ -791,7 +791,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n { // loc_2ABA3: x = pTargetSprite->pos.X - pBulletSprite->pos.X; - y = pTargetSprite->y - pBulletSprite->y; + y = pTargetSprite->pos.Y - pBulletSprite->pos.Y; } int nSqrt = lsqrt(y*y + x*x); @@ -842,7 +842,7 @@ void AIBullet::Tick(RunListEvent* ev) if (nFlag & 0x80) { - BuildAnim(nullptr, 45, 0, pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), pSprite->xrepeat, 0); + BuildAnim(nullptr, 45, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), pSprite->xrepeat, 0); } BulletList[nBullet].nFrame++; diff --git a/source/games/exhumed/src/exhumed.cpp b/source/games/exhumed/src/exhumed.cpp index 3f86e1489..ff2595528 100644 --- a/source/games/exhumed/src/exhumed.cpp +++ b/source/games/exhumed/src/exhumed.cpp @@ -208,8 +208,8 @@ void DoRedAlert(int nVal) if (nVal) { auto spri = &ac->s(); - PlayFXAtXYZ(StaticSound[kSoundAlarm], spri->pos.X, spri->y, spri->z); - AddFlash(spri->sector(), spri->pos.X, spri->y, spri->z, 192); + PlayFXAtXYZ(StaticSound[kSoundAlarm], spri->pos.X, spri->pos.Y, spri->z); + AddFlash(spri->sector(), spri->pos.X, spri->pos.Y, spri->z, 192); } } } diff --git a/source/games/exhumed/src/fish.cpp b/source/games/exhumed/src/fish.cpp index 44a01679f..ccf3daeca 100644 --- a/source/games/exhumed/src/fish.cpp +++ b/source/games/exhumed/src/fish.cpp @@ -51,7 +51,7 @@ void BuildFishLimb(DExhumedActor* pActor, int anim) pChunkActor->nFrame = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + anim + 40]; pSprite2->pos.X = pSprite->pos.X; - pSprite2->y = pSprite->y; + pSprite2->pos.Y = pSprite->pos.Y; pSprite2->z = pSprite->z; pSprite2->cstat = 0; pSprite2->shade = -12; @@ -101,7 +101,7 @@ void AIFishLimb::Tick(RunListEvent* ev) { pActor->nFrame = 0; if (RandomBit()) { - BuildBlood(pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector()); + BuildBlood(pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector()); } } @@ -158,14 +158,14 @@ void BuildFish(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, { pSprite = &pActor->s(); x = pSprite->pos.X; - y = pSprite->y; + y = pSprite->pos.Y; z = pSprite->z; nAngle = pSprite->ang; ChangeActorStat(pActor, 103); } pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL; pSprite->shade = -12; @@ -293,7 +293,7 @@ void AIFish::Damage(RunListEvent* ev) BuildFishLimb(pActor, i); } - PlayFXAtXYZ(StaticSound[kSound40], pSprite->pos.X, pSprite->y, pSprite->z); + PlayFXAtXYZ(StaticSound[kSound40], pSprite->pos.X, pSprite->pos.Y, pSprite->z); DestroyFish(pActor); } else @@ -435,7 +435,7 @@ void AIFish::Tick(RunListEvent* ev) } int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z; auto pSector =pSprite->sector(); @@ -446,7 +446,7 @@ void AIFish::Tick(RunListEvent* ev) { ChangeActorSect(pActor, pSector); pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; IdleFish(pActor, 0); @@ -481,7 +481,7 @@ void AIFish::Tick(RunListEvent* ev) if (pHitSpr->statnum == 100) { pActor->pTarget = coll.actor(); - pSprite->ang = GetMyAngle(pHitSpr->pos.X - pSprite->pos.X, pHitSpr->y - pSprite->y); + pSprite->ang = GetMyAngle(pHitSpr->pos.X - pSprite->pos.X, pHitSpr->pos.Y - pSprite->pos.Y); if (nAction != 3) { diff --git a/source/games/exhumed/src/grenade.cpp b/source/games/exhumed/src/grenade.cpp index 97e137fd9..6c5268f42 100644 --- a/source/games/exhumed/src/grenade.cpp +++ b/source/games/exhumed/src/grenade.cpp @@ -62,7 +62,7 @@ void ThrowGrenade(int nPlayer, int, int, int ecx, int push1) ChangeActorSect(pActor, PlayerList[nPlayer].pPlayerViewSect); pGrenadeSprite->pos.X = pPlayerSprite->pos.X; - pGrenadeSprite->y = pPlayerSprite->y; + pGrenadeSprite->pos.Y = pPlayerSprite->pos.Y; pGrenadeSprite->z = pPlayerSprite->z; if (nAngle < 0) { @@ -108,7 +108,7 @@ void BuildGrenade(int nPlayer) auto pPlayerSprite = &PlayerList[nPlayer].Actor()->s(); pSprite->pos.X = pPlayerSprite->pos.X; - pSprite->y = pPlayerSprite->y; + pSprite->pos.Y = pPlayerSprite->pos.Y; pSprite->z = pPlayerSprite->z - 3840; pSprite->shade = -64; pSprite->xrepeat = 20; @@ -184,7 +184,7 @@ void ExplodeGrenade(DExhumedActor* pActor) pGrenadeSprite->z = pPlayerSprite->z; pGrenadeSprite->pos.X = bcos(nAngle, -5) + pPlayerSprite->pos.X; - pGrenadeSprite->y = bsin(nAngle, -5) + pPlayerSprite->y; + pGrenadeSprite->pos.Y = bsin(nAngle, -5) + pPlayerSprite->pos.Y; ChangeActorSect(pActor, pPlayerSprite->sector()); @@ -201,8 +201,8 @@ void ExplodeGrenade(DExhumedActor* pActor) runlist_RadialDamageEnemy(pActor, nDamage, BulletInfo[kWeaponGrenade].nRadius); - BuildAnim(nullptr, var_28, 0, pGrenadeSprite->pos.X, pGrenadeSprite->y, pGrenadeSprite->z, pGrenadeSprite->sector(), var_20, 4); - AddFlash(pGrenadeSprite->sector(), pGrenadeSprite->pos.X, pGrenadeSprite->y, pGrenadeSprite->z, 128); + BuildAnim(nullptr, var_28, 0, pGrenadeSprite->pos.X, pGrenadeSprite->pos.Y, pGrenadeSprite->z, pGrenadeSprite->sector(), var_20, 4); + AddFlash(pGrenadeSprite->sector(), pGrenadeSprite->pos.X, pGrenadeSprite->pos.Y, pGrenadeSprite->z, 128); DestroyGrenade(pActor); } diff --git a/source/games/exhumed/src/gun.cpp b/source/games/exhumed/src/gun.cpp index be1ff16a4..60baddf99 100644 --- a/source/games/exhumed/src/gun.cpp +++ b/source/games/exhumed/src/gun.cpp @@ -616,7 +616,7 @@ loc_flag: AddFlash( pPlayerSprite->sector(), pPlayerSprite->pos.X, - pPlayerSprite->y, + pPlayerSprite->pos.Y, pPlayerSprite->z, 0); } @@ -650,7 +650,7 @@ loc_flag: int nAmmoType = WeaponInfo[nWeapon].nAmmoType; int nAngle = pPlayerSprite->ang; int theX = pPlayerSprite->pos.X; - int theY = pPlayerSprite->y; + int theY = pPlayerSprite->pos.Y; int theZ = pPlayerSprite->z; int ebp = bcos(nAngle) * (pPlayerSprite->clipdist << 3); @@ -811,7 +811,7 @@ loc_flag: // only autoaim if target is in front of the player. auto pTargetSprite = &t->s(); assert(pTargetSprite->sector()); - int angletotarget = bvectangbam(pTargetSprite->pos.X - pPlayerSprite->pos.X, pTargetSprite->y - pPlayerSprite->y).asbuild(); + int angletotarget = bvectangbam(pTargetSprite->pos.X - pPlayerSprite->pos.X, pTargetSprite->pos.Y - pPlayerSprite->pos.Y).asbuild(); int anglediff = (pPlayerSprite->ang - angletotarget) & 2047; if (anglediff < 512 || anglediff > 1536) { diff --git a/source/games/exhumed/src/init.cpp b/source/games/exhumed/src/init.cpp index 45a1aa403..22e041126 100644 --- a/source/games/exhumed/src/init.cpp +++ b/source/games/exhumed/src/init.cpp @@ -764,7 +764,7 @@ void ExamineSprites(TArray& actors) auto pSprite = &pActor->s(); pSprite->pos.X = initx; - pSprite->y = inity; + pSprite->pos.Y = inity; pSprite->z = initz; pSprite->cstat = CSTAT_SPRITE_INVISIBLE; nNetStartSprite[nNetStartSprites] = pActor; diff --git a/source/games/exhumed/src/items.cpp b/source/games/exhumed/src/items.cpp index 76f85e974..7adf901e2 100644 --- a/source/games/exhumed/src/items.cpp +++ b/source/games/exhumed/src/items.cpp @@ -125,7 +125,7 @@ void BuildItemAnim(DExhumedActor* pActor) if (nItemAnimInfo[nItem].a >= 0) { - auto pAnimActor = BuildAnim(pActor, 41, nItemAnimInfo[nItem].a, pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), nItemAnimInfo[nItem].repeat, 20); + auto pAnimActor = BuildAnim(pActor, 41, nItemAnimInfo[nItem].a, pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), nItemAnimInfo[nItem].repeat, 20); if (nItem == 44) { pAnimActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT; @@ -344,7 +344,7 @@ void DropMagic(DExhumedActor* pActor) 64, 0, pSprite->pos.X, - pSprite->y, + pSprite->pos.Y, pSprite->z, pSprite->sector(), 48, @@ -352,7 +352,7 @@ void DropMagic(DExhumedActor* pActor) if (pAnimActor) { - AddFlash(pAnimActor->spr.sector(), pAnimActor->spr.pos.X, pAnimActor->spr.y, pAnimActor->spr.z, 128); + AddFlash(pAnimActor->spr.sector(), pAnimActor->spr.pos.X, pAnimActor->spr.pos.Y, pAnimActor->spr.z, 128); ChangeActorStat(pAnimActor, 950); } nMagicCount = RandomSize(2); @@ -409,7 +409,7 @@ void DoRegenerates() if (pSprite->extra <= 0) { - BuildAnim(nullptr, 38, 0, pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), 64, 4); + BuildAnim(nullptr, 38, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), 64, 4); D3PlayFX(StaticSound[kSoundTorchOn], pActor); } else { diff --git a/source/games/exhumed/src/lavadude.cpp b/source/games/exhumed/src/lavadude.cpp index bdda15e2f..4715c5a77 100644 --- a/source/games/exhumed/src/lavadude.cpp +++ b/source/games/exhumed/src/lavadude.cpp @@ -45,7 +45,7 @@ DExhumedActor* BuildLavaLimb(DExhumedActor* pActor, int move, int ebx) auto pLimbSprite = &pLimbActor->s(); pLimbSprite->pos.X = pSprite->pos.X; - pLimbSprite->y = pSprite->y; + pLimbSprite->pos.Y = pSprite->pos.Y; pLimbSprite->z = pSprite->z - RandomLong() % ebx; pLimbSprite->cstat = 0; pLimbSprite->shade = -127; @@ -117,13 +117,13 @@ void BuildLava(DExhumedActor* pActor, int x, int y, int, sectortype* pSector, in pSector = pSprite->sector(); nAngle = pSprite->ang; x = pSprite->pos.X; - y = pSprite->y; + y = pSprite->pos.Y; ChangeActorStat(pActor, 118); } pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = pSector->floorz; pSprite->cstat = CSTAT_SPRITE_INVISIBLE; pSprite->xrepeat = 200; @@ -293,7 +293,7 @@ void AILavaDude::Tick(RunListEvent* ev) } int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z; auto pSector =pSprite->sector(); @@ -303,7 +303,7 @@ void AILavaDude::Tick(RunListEvent* ev) { ChangeActorSect(pActor, pSector); pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; pSprite->ang = (pSprite->ang + ((RandomWord() & 0x3FF) + 1024)) & kAngleMask; @@ -327,7 +327,7 @@ void AILavaDude::Tick(RunListEvent* ev) { if (coll.actor() == pTarget) { - int nAng = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.y - pSprite->y); + int nAng = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.pos.Y - pSprite->pos.Y); if (AngleDiff(pSprite->ang, nAng) < 64) { pActor->nAction = 2; diff --git a/source/games/exhumed/src/lighting.cpp b/source/games/exhumed/src/lighting.cpp index 0ce83c5a1..5a095a2d8 100644 --- a/source/games/exhumed/src/lighting.cpp +++ b/source/games/exhumed/src/lighting.cpp @@ -386,7 +386,7 @@ void AddFlash(sectortype* pSector, int x, int y, int z, int val) xDiff = -xDiff; } - int yDiff = y - pSprite->y; + int yDiff = y - pSprite->pos.Y; if (yDiff < 0) { yDiff = -yDiff; } diff --git a/source/games/exhumed/src/lion.cpp b/source/games/exhumed/src/lion.cpp index d156dd801..1dc87524b 100644 --- a/source/games/exhumed/src/lion.cpp +++ b/source/games/exhumed/src/lion.cpp @@ -54,13 +54,13 @@ void BuildLion(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, ChangeActorStat(pActor, 104); pSprite = &pActor->s(); x = pSprite->pos.X; - y = pSprite->y; + y = pSprite->pos.Y; z = pSprite->sector()->floorz; nAngle = pSprite->ang; } pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL; pSprite->clipdist = 60; @@ -318,7 +318,7 @@ void AILion::Tick(RunListEvent* ev) } else { - int nAng = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.y - pSprite->y); + int nAng = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.pos.Y - pSprite->pos.Y); if (AngleDiff(pSprite->ang, nAng) < 64) { @@ -390,7 +390,7 @@ void AILion::Tick(RunListEvent* ev) pActor->nCount = 0; int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z - (GetActorHeight(pActor) >> 1); int nCheckDist = 0x7FFFFFFF; @@ -451,7 +451,7 @@ void AILion::Tick(RunListEvent* ev) { if (nMov.actor() == pTarget) { - int nAng = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.y - pSprite->y); + int nAng = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.pos.Y - pSprite->pos.Y); if (AngleDiff(pSprite->ang, nAng) < 64) { pActor->nAction = 3; diff --git a/source/games/exhumed/src/move.cpp b/source/games/exhumed/src/move.cpp index d5d9f6477..e0e832a31 100644 --- a/source/games/exhumed/src/move.cpp +++ b/source/games/exhumed/src/move.cpp @@ -472,7 +472,7 @@ Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdis if (pSprite->statnum == 100) { - nRet.exbits |= BelowNear(pActor, pSprite->pos.X, pSprite->y, clipdist + (clipdist / 2)); + nRet.exbits |= BelowNear(pActor, pSprite->pos.X, pSprite->pos.Y, clipdist + (clipdist / 2)); } return nRet; @@ -495,7 +495,7 @@ Collision movesprite(DExhumedActor* pActor, int dx, int dy, int dz, int ceildist bTouchFloor = false; int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z; int nSpriteHeight = GetActorHeight(pActor); @@ -557,7 +557,7 @@ Collision movesprite(DExhumedActor* pActor, int dx, int dy, int dz, int ceildist if ((pSector->floorz - z) < (dz + flordist)) { pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; } else { @@ -629,7 +629,7 @@ Collision MoveCreatureWithCaution(DExhumedActor* pActor) { auto pSprite = &pActor->s(); int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z; auto pSectorPre = pSprite->sector(); @@ -647,7 +647,7 @@ Collision MoveCreatureWithCaution(DExhumedActor* pActor) if (zDiff > 15360 || (pSector->Flag & kSectUnderwater) || (pSector->pBelow != nullptr && pSector->pBelow->Flag) || pSector->Damage) { pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; ChangeActorSect(pActor, pSectorPre); @@ -672,7 +672,7 @@ int GetAngleToSprite(DExhumedActor* a1, DExhumedActor* a2) auto pSprite1 = &a1->s(); auto pSprite2 = &a2->s(); - return GetMyAngle(pSprite2->pos.X - pSprite1->pos.X, pSprite2->y - pSprite1->y); + return GetMyAngle(pSprite2->pos.X - pSprite1->pos.X, pSprite2->pos.Y - pSprite1->pos.Y); } int PlotCourseToSprite(DExhumedActor* pActor1, DExhumedActor* pActor2) @@ -683,7 +683,7 @@ int PlotCourseToSprite(DExhumedActor* pActor1, DExhumedActor* pActor2) auto pSprite1 = &pActor1->s(); auto pSprite2 = &pActor2->s(); int x = pSprite2->pos.X - pSprite1->pos.X; - int y = pSprite2->y - pSprite1->y; + int y = pSprite2->pos.Y - pSprite1->pos.Y; pSprite1->ang = GetMyAngle(x, y); @@ -710,7 +710,7 @@ DExhumedActor* FindPlayer(DExhumedActor* pActor, int nDistance, bool dontengage) nDistance = 100; int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; auto pSector =pSprite->sector(); int z = pSprite->z - GetActorHeight(pActor); @@ -734,9 +734,9 @@ DExhumedActor* FindPlayer(DExhumedActor* pActor, int nDistance, bool dontengage) if (v9 < nDistance) { - int v10 = abs(pPlayerSprite->y - y); + int v10 = abs(pPlayerSprite->pos.Y - y); - if (v10 < nDistance && cansee(pPlayerSprite->pos.X, pPlayerSprite->y, pPlayerSprite->z - 7680, pPlayerSprite->sector(), x, y, z, pSector)) + if (v10 < nDistance && cansee(pPlayerSprite->pos.X, pPlayerSprite->pos.Y, pPlayerSprite->z - 7680, pPlayerSprite->sector(), x, y, z, pSector)) { break; } @@ -781,7 +781,7 @@ int GetUpAngle(DExhumedActor* pActor1, int nVal, DExhumedActor* pActor2, int ecx auto pSprite1 = &pActor1->s(); auto pSprite2 = &pActor2->s(); int x = pSprite2->pos.X - pSprite1->pos.X; - int y = pSprite2->y - pSprite1->y; + int y = pSprite2->pos.Y - pSprite1->pos.Y; int ebx = (pSprite2->z + ecx) - (pSprite1->z + nVal); int edx = (pSprite2->z + ecx) - (pSprite1->z + nVal); @@ -838,7 +838,7 @@ void CreatePushBlock(sectortype* pSector) sBlockInfo[nBlock].pActor = pActor; pSprite->pos.X = xAvg; - pSprite->y = yAvg; + pSprite->pos.Y = yAvg; pSprite->z = pSector->floorz - 256; pSprite->cstat = CSTAT_SPRITE_INVISIBLE; @@ -1000,7 +1000,7 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel) if (sp->statnum < 99) { sp->pos.X += xvect; - sp->y += yvect; + sp->pos.Y += yvect; } else { @@ -1009,7 +1009,7 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel) if ((nSectFlag & kSectUnderwater) || pos.Z != nZVal || sp->cstat & CSTAT_SPRITE_INVISIBLE) { pos.X = sp->pos.X; - pos.Y = sp->y; + pos.Y = sp->pos.Y; pSectorB = pSector; Collision scratch; @@ -1103,7 +1103,7 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel) auto pActor = PlayerList[nLocalPlayer].Actor(); auto pSprite = &pActor->s(); initx = pSprite->pos.X; - inity = pSprite->y; + inity = pSprite->pos.Y; initz = pSprite->z; inita = pSprite->ang; initsectp = pSprite->sector(); @@ -1113,7 +1113,7 @@ void SetQuake(DExhumedActor* pActor, int nVal) { auto pSprite = &pActor->s(); int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; nVal *= 256; @@ -1123,7 +1123,7 @@ void SetQuake(DExhumedActor* pActor, int nVal) uint32_t xDiff = abs((int32_t)((pPlayerActor->spr.pos.X - x) >> 8)); - uint32_t yDiff = abs((int32_t)((pPlayerActor->spr.y - y) >> 8)); + uint32_t yDiff = abs((int32_t)((pPlayerActor->spr.pos.Y - y) >> 8)); uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff; @@ -1185,10 +1185,10 @@ Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int ebx, int int nHeight = tileHeight(pSprite2->picnum) * pSprite2->yrepeat * 2; - int nMyAngle = GetMyAngle(pSprite2->pos.X - pSprite->pos.X, pSprite2->y - pSprite->y); + int nMyAngle = GetMyAngle(pSprite2->pos.X - pSprite->pos.X, pSprite2->pos.Y - pSprite->pos.Y); uint32_t xDiff = abs(pSprite2->pos.X - pSprite->pos.X); - uint32_t yDiff = abs(pSprite2->y - pSprite->y); + uint32_t yDiff = abs(pSprite2->pos.Y - pSprite->pos.Y); uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff; @@ -1398,7 +1398,7 @@ DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial) auto pSrcSpr = &pSrc->s(); pSprite->pos.X = pSrcSpr->pos.X; - pSprite->y = pSrcSpr->y; + pSprite->pos.Y = pSrcSpr->pos.Y; pSprite->z = pSrcSpr->z; ChangeActorSect(actor, pSrcSpr->sector()); diff --git a/source/games/exhumed/src/mummy.cpp b/source/games/exhumed/src/mummy.cpp index 1d3be173e..0a6a95bf8 100644 --- a/source/games/exhumed/src/mummy.cpp +++ b/source/games/exhumed/src/mummy.cpp @@ -49,7 +49,7 @@ void BuildMummy(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, { pSprite = &pActor->s(); x = pSprite->pos.X; - y = pSprite->y; + y = pSprite->pos.Y; z = pSprite->z; nAngle = pSprite->ang; @@ -57,7 +57,7 @@ void BuildMummy(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, } pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL; pSprite->shade = -12; @@ -107,12 +107,12 @@ void CheckMummyRevive(DExhumedActor* pActor) auto pSprite2 = &pOther->s(); int x = abs(pSprite2->pos.X - pSprite->pos.X) >> 8; - int y = abs(pSprite2->y - pSprite->y) >> 8; + int y = abs(pSprite2->pos.Y - pSprite->pos.Y) >> 8; if (x <= 20 && y <= 20) { - if (cansee(pSprite->pos.X, pSprite->y, pSprite->z - 8192, pSprite->sector(), - pSprite2->pos.X, pSprite2->y, pSprite2->z - 8192, pSprite2->sector())) + if (cansee(pSprite->pos.X, pSprite->pos.Y, pSprite->z - 8192, pSprite->sector(), + pSprite2->pos.X, pSprite2->pos.Y, pSprite2->z - 8192, pSprite2->sector())) { pSprite2->cstat = 0; pOther->nAction = 6; @@ -216,8 +216,8 @@ void AIMummy::Tick(RunListEvent* ev) { if (RandomBit() && pTarget) { - if (cansee(pSprite->pos.X, pSprite->y, pSprite->z - GetActorHeight(pActor), pSprite->sector(), - pTarget->spr.pos.X, pTarget->spr.y, pTarget->spr.z - GetActorHeight(pTarget), pTarget->spr.sector())) + if (cansee(pSprite->pos.X, pSprite->pos.Y, pSprite->z - GetActorHeight(pActor), pSprite->sector(), + pTarget->spr.pos.X, pTarget->spr.pos.Y, pTarget->spr.z - GetActorHeight(pTarget), pTarget->spr.sector())) { pActor->nAction = 3; pActor->nFrame = 0; @@ -284,7 +284,7 @@ void AIMummy::Tick(RunListEvent* ev) { if (nMov.actor() == pTarget) { - int nAngle = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.y - pSprite->y); + int nAngle = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.pos.Y - pSprite->pos.Y); if (AngleDiff(pSprite->ang, nAngle) < 64) { pActor->nAction = 2; diff --git a/source/games/exhumed/src/object.cpp b/source/games/exhumed/src/object.cpp index 1b9d50ff0..93e9daf12 100644 --- a/source/games/exhumed/src/object.cpp +++ b/source/games/exhumed/src/object.cpp @@ -445,7 +445,7 @@ DExhumedActor* FindWallSprites(sectortype* pSector) if ((spr->cstat & (CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_ONE_SIDE)) == (CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_ONE_SIDE)) { int var_28 = spr->pos.X; - int ebx = spr->y; + int ebx = spr->pos.Y; if ((var_28 >= var_24) && (esi >= var_28) && (ebx >= ecx) && (ebx <= edi)) { @@ -462,7 +462,7 @@ DExhumedActor* FindWallSprites(sectortype* pSector) auto pSprite = &pAct->s(); pSprite->pos.X = (var_24 + esi) / 2; - pSprite->y = (ecx + edi) / 2; + pSprite->pos.Y = (ecx + edi) / 2; pSprite->z = pSector->floorz; pSprite->cstat = CSTAT_SPRITE_INVISIBLE; pSprite->owner = -1; @@ -614,7 +614,7 @@ int CheckSectorSprites(sectortype* pSector, int nVal) { PlayFXAtXYZ(StaticSound[kSoundJonFDie], pSprite->pos.X, - pSprite->y, + pSprite->pos.Y, pSprite->z, CHANF_NONE, 0x4000); } @@ -843,7 +843,7 @@ void AIElev::Tick(RunListEvent* ev) } auto sp = &pElevSpr->s(); - PlayFXAtXYZ(StaticSound[kSound26], sp->pos.X, sp->y, sp->z); + PlayFXAtXYZ(StaticSound[kSound26], sp->pos.X, sp->pos.Y, sp->z); } if (var_18 & 0x4) @@ -1029,7 +1029,7 @@ int BuildSlide(int nChannel, walltype* pStartWall, walltype* pWall1, walltype* p SlideData[nSlide].pActor = pActor; pSprite->cstat = CSTAT_SPRITE_INVISIBLE; pSprite->pos.X = pStartWall->pos.X; - pSprite->y = pStartWall->pos.Y; + pSprite->pos.Y = pStartWall->pos.Y; pSprite->z = pSector->floorz; pSprite->backuppos(); @@ -1371,7 +1371,7 @@ DExhumedActor* BuildSpark(DExhumedActor* pActor, int nVal) auto spr = &pSpark->s(); spr->pos.X = pSprite->pos.X; - spr->y = pSprite->y; + spr->pos.Y = pSprite->pos.Y; spr->cstat = 0; spr->shade = -127; spr->pal = 1; @@ -1593,7 +1593,7 @@ DExhumedActor* BuildEnergyBlock(sectortype* pSector) auto spr = &pActor->s(); spr->pos.X = xAvg; - spr->y = yAvg; + spr->pos.Y = yAvg; pSector->extra = (int16_t)EnergyBlocks.Push(pActor); @@ -1764,7 +1764,7 @@ void AIEnergyBlock::Damage(RunListEvent* ev) pSprite2->ang = ev->nParam; pSprite2->pos.X = lasthitx; - pSprite2->y = lasthity; + pSprite2->pos.Y = lasthity; pSprite2->z = lasthitz; BuildSpark(pActor2, 0); // shoot out blue orb when damaged @@ -1854,7 +1854,7 @@ DExhumedActor* BuildObject(DExhumedActor* pActor, int nOjectType, int nHitag) pSprite2->cstat = CSTAT_SPRITE_INVISIBLE; pSprite2->pos.X = spr->pos.X; - pSprite2->y = spr->y; + pSprite2->pos.Y = spr->pos.Y; pSprite2->z = spr->z; } else @@ -1961,8 +1961,8 @@ void AIObject::Tick(RunListEvent* ev) var_18 = 34; } - AddFlash(pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 128); - BuildAnim(nullptr, var_18, 0, pSprite->pos.X, pSprite->y, pSprite->sector()->floorz, pSprite->sector(), 240, 4); + AddFlash(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 128); + BuildAnim(nullptr, var_18, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->sector()->floorz, pSprite->sector(), 240, 4); // int edi = nSprite | 0x4000; @@ -1996,7 +1996,7 @@ void AIObject::Tick(RunListEvent* ev) auto pTargSpr = &pActor->pTarget->s(); pSprite->pos.X = pTargSpr->pos.X; - pSprite->y = pTargSpr->y; + pSprite->pos.Y = pTargSpr->pos.Y; pSprite->z = pTargSpr->z; ChangeActorSect(pActor, pTargSpr->sector()); @@ -2254,7 +2254,7 @@ void ProcessTrailSprite(DExhumedActor* pActor, int nLotag, int nHitag) auto nPoint = sTrailPoint.Reserve(1); sTrailPoint[nPoint].x = pSprite->pos.X; - sTrailPoint[nPoint].y = pSprite->y; + sTrailPoint[nPoint].y = pSprite->pos.Y; int nTrail = FindTrail(nHitag); diff --git a/source/games/exhumed/src/osdcmds.cpp b/source/games/exhumed/src/osdcmds.cpp index d9549730c..0430118d8 100644 --- a/source/games/exhumed/src/osdcmds.cpp +++ b/source/games/exhumed/src/osdcmds.cpp @@ -39,7 +39,7 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz) spritetype *pSprite = &nPlayer->Actor()->s(); pSprite->ox = pSprite->pos.X = x; - pSprite->oy = pSprite->y = y; + pSprite->oy = pSprite->pos.Y = y; pSprite->oz = pSprite->z = z; if (ang != INT_MIN) diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index 9a2d661c3..e68b9da95 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -134,7 +134,7 @@ void feebtag(int x, int y, int z, sectortype* pSector, DExhumedActor **nSprite, if (nStat >= 900 && !(pSprite->cstat & CSTAT_SPRITE_INVISIBLE)) { uint32_t xDiff = abs(pSprite->pos.X - x); - uint32_t yDiff = abs(pSprite->y - y); + uint32_t yDiff = abs(pSprite->pos.Y - y); int zDiff = pSprite->z - z; if (zDiff < 5120 && zDiff > -25600) @@ -268,7 +268,7 @@ void RestartPlayer(int nPlayer) } nSpr->pos.X = nstspr->pos.X; - nSpr->y = nstspr->y; + nSpr->pos.Y = nstspr->pos.Y; nSpr->z = nstspr->z; ChangeActorSect(pActor, nstspr->sector()); plr->angle.ang = buildang(nstspr->ang&kAngleMask); @@ -278,7 +278,7 @@ void RestartPlayer(int nPlayer) auto fspr = &floorsprt->s(); fspr->pos.X = nSpr->pos.X; - fspr->y = nSpr->y; + fspr->pos.Y = nSpr->pos.Y; fspr->z = nSpr->z; fspr->yrepeat = 64; fspr->xrepeat = 64; @@ -288,7 +288,7 @@ void RestartPlayer(int nPlayer) else { nSpr->pos.X = plr->sPlayerSave.x; - nSpr->y = plr->sPlayerSave.y; + nSpr->pos.Y = plr->sPlayerSave.y; nSpr->z = plr->sPlayerSave.pSector->floorz; plr->angle.ang = buildang(plr->sPlayerSave.nAngle&kAngleMask); nSpr->ang = plr->angle.ang.asbuild(); @@ -324,7 +324,7 @@ void RestartPlayer(int nPlayer) auto nDSpr = &pDActor->s(); nDSpr->pos.X = nSpr->pos.X; - nDSpr->y = nSpr->y; + nDSpr->pos.Y = nSpr->pos.Y; nDSpr->z = nSpr->z; nDSpr->xrepeat = nSpr->xrepeat; nDSpr->yrepeat = nSpr->yrepeat; @@ -471,7 +471,7 @@ void StartDeathSeq(int nPlayer, int nVal) auto pGunSprite = &pGunActor->s(); pGunSprite->pos.X = pSprite->pos.X; - pGunSprite->y = pSprite->y; + pGunSprite->pos.Y = pSprite->pos.Y; pGunSprite->z = pSector->floorz - 512; ChangeActorStat(pGunActor, nGunLotag[nWeapon] + 900); @@ -797,7 +797,7 @@ void AIPlayer::Tick(RunListEvent* ev) nFlashDepth = 5; AddFlash(pPlayerSprite->sector(), pPlayerSprite->pos.X, - pPlayerSprite->y, + pPlayerSprite->pos.Y, pPlayerSprite->z, 0); } } @@ -871,7 +871,7 @@ void AIPlayer::Tick(RunListEvent* ev) int nSectFlag = PlayerList[nPlayer].pPlayerViewSect->Flag; int playerX = pPlayerSprite->pos.X; - int playerY = pPlayerSprite->y; + int playerY = pPlayerSprite->pos.Y; int x = (sPlayerInput[nPlayer].xVel * 4) >> 2; int y = (sPlayerInput[nPlayer].yVel * 4) >> 2; @@ -887,7 +887,7 @@ void AIPlayer::Tick(RunListEvent* ev) } int spr_x = pPlayerSprite->pos.X; - int spr_y = pPlayerSprite->y; + int spr_y = pPlayerSprite->pos.Y; int spr_z = pPlayerSprite->z; auto spr_sect = pPlayerSprite->sector(); @@ -901,9 +901,9 @@ void AIPlayer::Tick(RunListEvent* ev) if (bSlipMode) { pPlayerSprite->pos.X += (x >> 14); - pPlayerSprite->y += (y >> 14); + pPlayerSprite->pos.Y += (y >> 14); - vec3_t pos = { pPlayerSprite->pos.X, pPlayerSprite->y, pPlayerSprite->z }; + vec3_t pos = { pPlayerSprite->pos.X, pPlayerSprite->pos.Y, pPlayerSprite->z }; SetActor(pPlayerActor, &pos); pPlayerSprite->z = pPlayerSprite->sector()->floorz; @@ -921,12 +921,12 @@ void AIPlayer::Tick(RunListEvent* ev) } // loc_1A6E4 - if (inside(pPlayerSprite->pos.X, pPlayerSprite->y, pPlayerSprite->sector()) != 1) + if (inside(pPlayerSprite->pos.X, pPlayerSprite->pos.Y, pPlayerSprite->sector()) != 1) { ChangeActorSect(pPlayerActor, spr_sect); pPlayerSprite->pos.X = spr_x; - pPlayerSprite->y = spr_y; + pPlayerSprite->pos.Y = spr_y; if (zVel < pPlayerSprite->zvel) { pPlayerSprite->zvel = zVel; @@ -1013,7 +1013,7 @@ void AIPlayer::Tick(RunListEvent* ev) pPlayerSprite->yvel = 0; StopActorSound(pPlayerActor); - PlayFXAtXYZ(StaticSound[kSoundJonFDie], pPlayerSprite->pos.X, pPlayerSprite->y, pPlayerSprite->z, CHANF_NONE, 1); // CHECKME + PlayFXAtXYZ(StaticSound[kSoundJonFDie], pPlayerSprite->pos.X, pPlayerSprite->pos.Y, pPlayerSprite->z, CHANF_NONE, 1); // CHECKME } else { @@ -1070,7 +1070,7 @@ void AIPlayer::Tick(RunListEvent* ev) else { pPlayerSprite->pos.X = spr_x; - pPlayerSprite->y = spr_y; + pPlayerSprite->pos.Y = spr_y; pPlayerSprite->z = spr_z; ChangeActorSect(pPlayerActor, spr_sect); @@ -1102,7 +1102,7 @@ sectdone: } playerX -= pPlayerSprite->pos.X; - playerY -= pPlayerSprite->y; + playerY -= pPlayerSprite->pos.Y; uint32_t sqrtNum = playerX * playerX + playerY * playerY; @@ -1140,13 +1140,13 @@ sectdone: if (nMove.type == kHitWall) { int var_C4 = pPlayerSprite->pos.X; - int var_D4 = pPlayerSprite->y; + int var_D4 = pPlayerSprite->pos.Y; int var_C8 = pPlayerSprite->z; ChangeActorSect(pPlayerActor, pViewSect); pPlayerSprite->pos.X = spr_x; - pPlayerSprite->y = spr_y; + pPlayerSprite->pos.Y = spr_y; int var_FC = pViewSect->floorz + (-5120); @@ -1158,7 +1158,7 @@ sectdone: ChangeActorSect(pPlayerActor, pPlayerSprite->sector()); pPlayerSprite->pos.X = var_C4; - pPlayerSprite->y = var_D4; + pPlayerSprite->pos.Y = var_D4; pPlayerSprite->z = var_C8; } else @@ -1174,7 +1174,7 @@ sectdone: PlayerList[nPlayer].pPlayerViewSect = pViewSect; PlayerList[nPlayer].nPlayerDX = pPlayerSprite->pos.X - spr_x; - PlayerList[nPlayer].nPlayerDY = pPlayerSprite->y - spr_y; + PlayerList[nPlayer].nPlayerDY = pPlayerSprite->pos.Y - spr_y; int var_5C = pViewSect->Flag & kSectUnderwater; @@ -1294,7 +1294,7 @@ sectdone: auto pFloorSprite = &pFloorActor->s(); pFloorSprite->pos.X = pPlayerSprite->pos.X; - pFloorSprite->y = pPlayerSprite->y; + pFloorSprite->pos.Y = pPlayerSprite->pos.Y; if (pFloorSprite->sector() != pPlayerSprite->sector()) { @@ -1323,7 +1323,7 @@ sectdone: neartag(pPlayerSprite->pos, pPlayerSprite->sector(), pPlayerSprite->ang, near, 1024, 2); DExhumedActor* pActorB; - feebtag(pPlayerSprite->pos.X, pPlayerSprite->y, pPlayerSprite->z, pPlayerSprite->sector(), &pActorB, var_30, 768); + feebtag(pPlayerSprite->pos.X, pPlayerSprite->pos.Y, pPlayerSprite->z, pPlayerSprite->sector(), &pActorB, var_30, 768); // Item pickup code if (pActorB != nullptr && pActorB->spr.statnum >= 900) @@ -2219,7 +2219,7 @@ sectdone: ChangeActorStat(pActorB, 899); } - SetSavePoint(nPlayer, pPlayerSprite->pos.X, pPlayerSprite->y, pPlayerSprite->z, pPlayerSprite->sector(), pPlayerSprite->ang); + SetSavePoint(nPlayer, pPlayerSprite->pos.X, pPlayerSprite->pos.Y, pPlayerSprite->z, pPlayerSprite->sector(), pPlayerSprite->ang); break; } @@ -2564,7 +2564,7 @@ sectdone: if (nPlayer == nLocalPlayer) { initx = pPlayerSprite->pos.X; - inity = pPlayerSprite->y; + inity = pPlayerSprite->pos.Y; initz = pPlayerSprite->z; initsectp = pPlayerSprite->sector(); inita = pPlayerSprite->ang; diff --git a/source/games/exhumed/src/queen.cpp b/source/games/exhumed/src/queen.cpp index 37e928896..d6b0f5b3a 100644 --- a/source/games/exhumed/src/queen.cpp +++ b/source/games/exhumed/src/queen.cpp @@ -250,7 +250,7 @@ void DestroyEgg(int nEgg) if (QueenEgg[nEgg].nAction != 4) { - BuildAnim(nullptr, 34, 0, pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), pSprite->xrepeat, 4); + BuildAnim(nullptr, 34, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), pSprite->xrepeat, 4); } else { @@ -305,12 +305,12 @@ Collision QueenAngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int val spritetype* pSprite2 = &pActor2->s(); int nTileY = (tileHeight(pSprite2->picnum) * pSprite2->yrepeat) * 2; - int nMyAngle = GetMyAngle(pSprite2->pos.X - pSprite->pos.X, pSprite2->y - pSprite->y); + int nMyAngle = GetMyAngle(pSprite2->pos.X - pSprite->pos.X, pSprite2->pos.Y - pSprite->pos.Y); int edx = ((pSprite2->z - nTileY) - pSprite->z) >> 8; uint32_t xDiff = abs(pSprite2->pos.X - pSprite->pos.X); - uint32_t yDiff = abs(pSprite2->y - pSprite->y); + uint32_t yDiff = abs(pSprite2->pos.Y - pSprite->pos.Y); uint32_t sqrtVal = xDiff * xDiff + yDiff * yDiff; @@ -413,7 +413,7 @@ void BuildTail() pTailSprite->owner = runlist_AddRunRec(pTailSprite->lotag - 1, (i + 1), 0x1B0000); pTailSprite->shade = -12; pTailSprite->pos.X = x; - pTailSprite->y = y; + pTailSprite->pos.Y = y; pTailSprite->hitag = 0; pTailSprite->cstat = 0; pTailSprite->clipdist = 100; @@ -452,7 +452,7 @@ void BuildQueenEgg(int nQueen, int nVal) auto pSprite = &pActor->s(); int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; auto pSector =pSprite->sector(); int nFloorZ = pSector->floorz; int nAngle = pSprite->ang; @@ -461,7 +461,7 @@ void BuildQueenEgg(int nQueen, int nVal) auto pSprite2 = &pActor2->s(); pSprite2->pos.X = x; - pSprite2->y = y; + pSprite2->pos.Y = y; pSprite2->z = nFloorZ; pSprite2->pal = 0; pSprite2->clipdist = 50; @@ -662,7 +662,7 @@ void AIQueenEgg::Tick(RunListEvent* ev) pEgg->nCounter--; if (pEgg->nCounter <= 0) { - auto pWaspSprite = BuildWasp(nullptr, pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), pSprite->ang, true); + auto pWaspSprite = BuildWasp(nullptr, pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), pSprite->ang, true); pSprite->z = pWaspSprite->spr.z; DestroyEgg(nEgg); @@ -717,7 +717,7 @@ void BuildQueenHead(int nQueen) auto pSprite = &pActor->s(); int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int nAngle = pSprite->ang; auto pSector = pSprite->sector(); int z = pSector->floorz; @@ -726,7 +726,7 @@ void BuildQueenHead(int nQueen) auto pSprite2 = &pActor2->s(); pSprite2->pos.X = x; - pSprite2->y = y; + pSprite2->pos.Y = y; pSprite2->z = z; pSprite2->clipdist = 70; pSprite2->xrepeat = 80; @@ -937,7 +937,7 @@ void AIQueenHead::Tick(RunListEvent* ev) // switch break. MoveQS stuff? __MOVEQS: MoveQX[nQHead] = pSprite->pos.X; - MoveQY[nQHead] = pSprite->y; + MoveQY[nQHead] = pSprite->pos.Y; MoveQZ[nQHead] = pSprite->z; assert(pSprite->sector()); MoveQS[nQHead] = pSprite->sector(); @@ -965,7 +965,7 @@ void AIQueenHead::Tick(RunListEvent* ev) } pTSprite->pos.X = MoveQX[nHd]; - pTSprite->y = MoveQY[nHd]; + pTSprite->pos.Y = MoveQY[nHd]; pTSprite->z = MoveQZ[nHd]; pTSprite->ang = MoveQA[nHd]; } @@ -990,7 +990,7 @@ void AIQueenHead::Tick(RunListEvent* ev) if (QueenHead.nIndex2 >= 15 || QueenHead.nIndex2 < 10) { int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z; auto pSector =pSprite->sector(); int nAngle = RandomSize(11) & kAngleMask; @@ -1014,7 +1014,7 @@ void AIQueenHead::Tick(RunListEvent* ev) ChangeActorSect(pActor, pSector); pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; if (QueenHead.nIndex2 < 10) { @@ -1142,13 +1142,13 @@ void BuildQueen(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, ChangeActorStat(pActor, 121); pSprite = &pActor->s(); x = pSprite->pos.X; - y = pSprite->y; + y = pSprite->pos.Y; z = pSprite->sector()->floorz; nAngle = pSprite->ang; } pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL; pSprite->pal = 0; @@ -1434,7 +1434,7 @@ void AIQueen::Tick(RunListEvent* ev) PlayFXAtXYZ( StaticSound[kSound40], pSprite->pos.X, - pSprite->y, + pSprite->pos.Y, pSprite->z); BuildQueenHead(nQueen); @@ -1501,7 +1501,7 @@ void AIQueen::Damage(RunListEvent* ev) QueenList[nQueen].nHealth = 4000; QueenList[nQueen].nAction = 7; - BuildAnim(nullptr, 36, 0, pSprite->pos.X, pSprite->y, pSprite->z - 7680, pSprite->sector(), pSprite->xrepeat, 4); + BuildAnim(nullptr, 36, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->z - 7680, pSprite->sector(), pSprite->xrepeat, 4); break; case 2: QueenList[nQueen].nHealth = 4000; diff --git a/source/games/exhumed/src/ra.cpp b/source/games/exhumed/src/ra.cpp index 78d7ee9bb..cc4d96503 100644 --- a/source/games/exhumed/src/ra.cpp +++ b/source/games/exhumed/src/ra.cpp @@ -170,7 +170,7 @@ void MoveRaToEnemy(int nPlayer) auto pTargSprite = &pTarget->s(); pSprite->pos.X = pTargSprite->pos.X; - pSprite->y = pTargSprite->y; + pSprite->pos.Y = pTargSprite->pos.Y; pSprite->z = pTargSprite->z - GetActorHeight(pTarget); if (pSprite->sector() != pTargSprite->sector()) { diff --git a/source/games/exhumed/src/ramses.cpp b/source/games/exhumed/src/ramses.cpp index 31d1d0e48..062af38a1 100644 --- a/source/games/exhumed/src/ramses.cpp +++ b/source/games/exhumed/src/ramses.cpp @@ -426,7 +426,7 @@ void DoSpiritHead() if (nCount < (15 * nPixels) / 16) { SoundBigEntrance(); AddGlow(pSpiritSpr->sector(), 20); - AddFlash(pSpiritSpr->sector(), pSpiritSpr->pos.X, pSpiritSpr->y, pSpiritSpr->z, 128); + AddFlash(pSpiritSpr->sector(), pSpiritSpr->pos.X, pSpiritSpr->pos.Y, pSpiritSpr->z, 128); nHeadStage = 3; TintPalette(255, 255, 255); CopyHeadToWorkTile(kTileRamsesNormal); diff --git a/source/games/exhumed/src/rat.cpp b/source/games/exhumed/src/rat.cpp index 53a193b04..396781619 100644 --- a/source/games/exhumed/src/rat.cpp +++ b/source/games/exhumed/src/rat.cpp @@ -85,7 +85,7 @@ void BuildRat(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, i { pSprite = &pActor->s(); x = pSprite->pos.X; - y = pSprite->y; + y = pSprite->pos.Y; z = pSprite->z; nAngle = pSprite->ang; @@ -131,7 +131,7 @@ DExhumedActor* FindFood(DExhumedActor* pActor) auto pSprite = &pActor->s(); auto pSector = pSprite->sector(); int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z; int z2 = (z + pSector->ceilingz) / 2; @@ -142,7 +142,7 @@ DExhumedActor* FindFood(DExhumedActor* pActor) if (pActor2 != nullptr) { auto pSprite2 = &pActor2->s(); - if (cansee(x, y, z2, pSector, pSprite2->pos.X, pSprite2->y, pSprite2->z, pSprite2->sector())) { + if (cansee(x, y, z2, pSector, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->z, pSprite2->sector())) { return pActor2; } } @@ -158,7 +158,7 @@ DExhumedActor* FindFood(DExhumedActor* pActor) auto pSprite2 = &pActor2->s(); if (nPlayerPic == pSprite2->picnum) { - if (cansee(x, y, z, pSector, pSprite2->pos.X, pSprite2->y, pSprite2->z, pSprite2->sector())) { + if (cansee(x, y, z, pSector, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->z, pSprite2->sector())) { return pActor2; } } @@ -241,7 +241,7 @@ void AIRat::Tick(RunListEvent* ev) } int xVal = abs(pSprite->pos.X - pTarget->spr.pos.X); - int yVal = abs(pSprite->y - pTarget->spr.y); + int yVal = abs(pSprite->pos.Y - pTarget->spr.pos.Y); if (xVal > 50 || yVal > 50) { @@ -294,7 +294,7 @@ void AIRat::Tick(RunListEvent* ev) MoveCreature(pActor); int xVal = abs(pSprite->pos.X - pTarget->spr.pos.X); - int yVal = abs(pSprite->y - pTarget->spr.y); + int yVal = abs(pSprite->pos.Y - pTarget->spr.pos.Y); if (xVal >= 50 || yVal >= 50) { diff --git a/source/games/exhumed/src/rex.cpp b/source/games/exhumed/src/rex.cpp index 1ceb2662e..6bf3e752a 100644 --- a/source/games/exhumed/src/rex.cpp +++ b/source/games/exhumed/src/rex.cpp @@ -49,7 +49,7 @@ void BuildRex(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, i { pSprite = &pActor->s(); x = pSprite->pos.X; - y = pSprite->y; + y = pSprite->pos.Y; z = pSprite->sector()->floorz; nAngle = pSprite->ang; @@ -57,7 +57,7 @@ void BuildRex(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, i } pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL; pSprite->clipdist = 80; diff --git a/source/games/exhumed/src/roach.cpp b/source/games/exhumed/src/roach.cpp index cda58aa46..d2d57b328 100644 --- a/source/games/exhumed/src/roach.cpp +++ b/source/games/exhumed/src/roach.cpp @@ -48,13 +48,13 @@ void BuildRoach(int nType, DExhumedActor* pActor, int x, int y, int z, sectortyp ChangeActorStat(pActor, 105); pSprite = &pActor->s(); x = pSprite->pos.X; - y = pSprite->y; + y = pSprite->pos.Y; z = pSprite->sector()->floorz; angle = pSprite->ang; } pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL; pSprite->shade = -12; @@ -282,7 +282,7 @@ void AIRoach::Tick(RunListEvent* ev) pSprite->xvel = 0; pSprite->yvel = 0; - pSprite->ang = GetMyAngle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.y - pSprite->y); + pSprite->ang = GetMyAngle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.pos.Y - pSprite->pos.Y); pActor->nFrame = 0; } @@ -311,7 +311,7 @@ void AIRoach::Tick(RunListEvent* ev) pSprite->xvel = 0; pSprite->yvel = 0; - pSprite->ang = GetMyAngle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.y - pSprite->y); + pSprite->ang = GetMyAngle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.pos.Y - pSprite->pos.Y); pActor->nFrame = 0; } diff --git a/source/games/exhumed/src/runlist.cpp b/source/games/exhumed/src/runlist.cpp index 661a30f07..8e171e76c 100644 --- a/source/games/exhumed/src/runlist.cpp +++ b/source/games/exhumed/src/runlist.cpp @@ -1608,7 +1608,7 @@ int runlist_CheckRadialDamage(DExhumedActor* pActor) } int x = (pSprite->pos.X - pRadialSpr->pos.X) >> 8; - int y = (pSprite->y - pRadialSpr->y) >> 8; + int y = (pSprite->pos.Y - pRadialSpr->pos.Y) >> 8; int z = (pSprite->z - pRadialSpr->z) >> 12; if (abs(x) > nDamageRadius) { @@ -1645,11 +1645,11 @@ int runlist_CheckRadialDamage(DExhumedActor* pActor) if (((kStatExplodeTarget - pSprite->statnum) <= 1) || cansee(pRadialSpr->pos.X, - pRadialSpr->y, + pRadialSpr->pos.Y, pRadialSpr->z - 512, pRadialSpr->sector(), pSprite->pos.X, - pSprite->y, + pSprite->pos.Y, pSprite->z - 8192, pSprite->sector())) { diff --git a/source/games/exhumed/src/scorp.cpp b/source/games/exhumed/src/scorp.cpp index 10e88cfc3..1da416797 100644 --- a/source/games/exhumed/src/scorp.cpp +++ b/source/games/exhumed/src/scorp.cpp @@ -53,13 +53,13 @@ void BuildScorp(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, pSprite = &pActor->s(); x = pSprite->pos.X; - y = pSprite->y; + y = pSprite->pos.Y; z = pSprite->sector()->floorz; nAngle = pSprite->ang; } pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL; pSprite->clipdist = 70; @@ -260,7 +260,7 @@ void AIScorp::Tick(RunListEvent* ev) { if (pTarget == nMov.actor()) { - int nAngle = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.y - pSprite->y); + int nAngle = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.pos.Y - pSprite->pos.Y); if (AngleDiff(pSprite->ang, nAngle) < 64) { pActor->nAction = 2; @@ -379,7 +379,7 @@ void AIScorp::Tick(RunListEvent* ev) return; } - auto pSpiderActor = BuildSpider(nullptr, pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), pSprite->ang); + auto pSpiderActor = BuildSpider(nullptr, pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), pSprite->ang); if (pSpiderActor) { auto pSpiderSprite = &pSpiderActor->s(); @@ -440,12 +440,12 @@ void AIScorp::Effect(RunListEvent* ev, DExhumedActor* pTarget, int mode) { pActor->nCount = 45; - if (cansee(pSprite->pos.X, pSprite->y, pSprite->z - GetActorHeight(pActor), pSprite->sector(), - pTarget->spr.pos.X, pTarget->spr.y, pTarget->spr.z - GetActorHeight(pTarget), pTarget->spr.sector())) + if (cansee(pSprite->pos.X, pSprite->pos.Y, pSprite->z - GetActorHeight(pActor), pSprite->sector(), + pTarget->spr.pos.X, pTarget->spr.pos.Y, pTarget->spr.z - GetActorHeight(pTarget), pTarget->spr.sector())) { pSprite->xvel = 0; pSprite->yvel = 0; - pSprite->ang = GetMyAngle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.y - pSprite->y); + pSprite->ang = GetMyAngle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.pos.Y - pSprite->pos.Y); pActor->nIndex = RandomSize(2) + RandomSize(3); diff --git a/source/games/exhumed/src/sequence.cpp b/source/games/exhumed/src/sequence.cpp index 63620f600..33318c475 100644 --- a/source/games/exhumed/src/sequence.cpp +++ b/source/games/exhumed/src/sequence.cpp @@ -472,7 +472,7 @@ int seq_GetSeqPicnum(int16_t nSeq, int16_t edx, int16_t ebx) int seq_PlotArrowSequence(int nSprite, int16_t nSeq, int nVal) { tspriteptr_t pTSprite = &mytsprite[nSprite]; - int nAngle = GetMyAngle(nCamerax - pTSprite->pos.X, nCameray - pTSprite->y); + int nAngle = GetMyAngle(nCamerax - pTSprite->pos.X, nCameray - pTSprite->pos.Y); int nSeqOffset = ((((pTSprite->ang + 512) - nAngle) + 128) & kAngleMask) >> 8; @@ -520,7 +520,7 @@ int seq_PlotArrowSequence(int nSprite, int16_t nSeq, int nVal) int seq_PlotSequence(int nSprite, int16_t edx, int16_t nFrame, int16_t ecx) { tspriteptr_t pTSprite = &mytsprite[nSprite]; - int nAngle = GetMyAngle(nCamerax - pTSprite->pos.X, nCameray - pTSprite->y); + int nAngle = GetMyAngle(nCamerax - pTSprite->pos.X, nCameray - pTSprite->pos.Y); int val; @@ -574,7 +574,7 @@ int seq_PlotSequence(int nSprite, int16_t edx, int16_t nFrame, int16_t ecx) tspriteptr_t tsp = &mytsprite[(*myspritesortcnt)++]; tsp->pos.X = pTSprite->pos.X; - tsp->y = pTSprite->y; + tsp->pos.Y = pTSprite->pos.Y; tsp->z = pTSprite->z; tsp->shade = shade; tsp->pal = pTSprite->pal; diff --git a/source/games/exhumed/src/set.cpp b/source/games/exhumed/src/set.cpp index 2fe3fb549..fa4872fa2 100644 --- a/source/games/exhumed/src/set.cpp +++ b/source/games/exhumed/src/set.cpp @@ -52,13 +52,13 @@ void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, i ChangeActorStat(pActor, 120); pSprite = &pActor->s(); x = pSprite->pos.X; - y = pSprite->y; + y = pSprite->pos.Y; z = pSprite->sector()->floorz; nAngle = pSprite->ang; } pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL; pSprite->shade = -12; @@ -118,7 +118,7 @@ void BuildSoul(DExhumedActor* pSet) pSprite->yvel = 0; pSprite->zvel = (-256) - RandomSize(10); pSprite->pos.X = pSetSprite->pos.X; - pSprite->y = pSetSprite->y; + pSprite->pos.Y = pSetSprite->pos.Y; pSprite->z = (RandomSize(8) << 8) + 8192 + pSprite->sector()->ceilingz - GetActorHeight(pActor); @@ -164,7 +164,7 @@ void AISoul::Tick(RunListEvent* ev) pSprite->yrepeat = 1; pSprite->xrepeat = 1; pSprite->pos.X = pSetSprite->pos.X; - pSprite->y = pSetSprite->y; + pSprite->pos.Y = pSetSprite->pos.Y; pSprite->z = pSetSprite->z - (GetActorHeight(pSet) >> 1); ChangeActorSect(pActor, pSetSprite->sector()); return; @@ -446,7 +446,7 @@ void AISet::Tick(RunListEvent* ev) { if (pTarget == nMov.actor()) { - int nAng = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.y - pSprite->y); + int nAng = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.pos.Y - pSprite->pos.Y); if (AngleDiff(pSprite->ang, nAng) < 64) { pActor->nAction = 4; diff --git a/source/games/exhumed/src/snake.cpp b/source/games/exhumed/src/snake.cpp index 38e76c39f..b3dbef71b 100644 --- a/source/games/exhumed/src/snake.cpp +++ b/source/games/exhumed/src/snake.cpp @@ -119,9 +119,9 @@ void ExplodeSnakeSprite(DExhumedActor* pActor, int nPlayer) pActor->pTarget = nOwner; - BuildAnim(nullptr, 23, 0, pSprite->pos.X, pSprite->y, pSprite->z, pSprite->sector(), 40, 4); + BuildAnim(nullptr, 23, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->z, pSprite->sector(), 40, 4); - AddFlash(pSprite->sector(), pSprite->pos.X, pSprite->y, pSprite->z, 128); + AddFlash(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->z, 128); StopActorSound(pActor); } @@ -137,7 +137,7 @@ void BuildSnake(int nPlayer, int zVal) int nPic = seq_GetSeqPicnum(kSeqSnakBody, 0, 0); int x = pPlayerSprite->pos.X; - int y = pPlayerSprite->y; + int y = pPlayerSprite->pos.Y; int z = (pPlayerSprite->z + zVal) - 2560; int nAngle = pPlayerSprite->ang; @@ -163,7 +163,7 @@ void BuildSnake(int nPlayer, int zVal) auto pActor = insertActor(hit.hitSector, 202); auto pSprite = &pActor->s(); pSprite->pos.X = hit.hitpos.X; - pSprite->y = hit.hitpos.Y; + pSprite->pos.Y = hit.hitpos.Y; pSprite->z = hit.hitpos.Z; ExplodeSnakeSprite(pActor, nPlayer); @@ -201,7 +201,7 @@ void BuildSnake(int nPlayer, int zVal) if (i == 0) { pSprite->pos.X = pPlayerSprite->pos.X; - pSprite->y = pPlayerSprite->y; + pSprite->pos.Y = pPlayerSprite->pos.Y; pSprite->z = pPlayerSprite->z + zVal; pSprite->xrepeat = 32; pSprite->yrepeat = 32; @@ -211,7 +211,7 @@ void BuildSnake(int nPlayer, int zVal) else { pSprite->pos.X = sprt->spr.pos.X; - pSprite->y = sprt->spr.y; + pSprite->pos.Y = sprt->spr.pos.Y; pSprite->z = sprt->spr.z; pSprite->xrepeat = 40 - 3 * i; pSprite->yrepeat = 40 - 3 * i; @@ -382,7 +382,7 @@ void AISnake::Tick(RunListEvent* ev) auto pSector = pSprite->sector(); int x = pSprite->pos.X; - int y = pSprite->y; + int y = pSprite->pos.Y; int z = pSprite->z; for (int i = 7; i > 0; i--) @@ -393,7 +393,7 @@ void AISnake::Tick(RunListEvent* ev) pSprite2->ang = nAngle; pSprite2->pos.X = x; - pSprite2->y = y; + pSprite2->pos.Y = y; pSprite2->z = z; ChangeActorSect(pActor2, pSector); diff --git a/source/games/exhumed/src/sound.cpp b/source/games/exhumed/src/sound.cpp index 46e9f86db..5b720d973 100644 --- a/source/games/exhumed/src/sound.cpp +++ b/source/games/exhumed/src/sound.cpp @@ -564,7 +564,7 @@ void PlayFX2(int nSound, DExhumedActor* pActor, int sectf, EChanFlags chanflags, fullvol = (sprflags & 0x2000) != 0; hiprio = (sprflags & 0x4000) != 0; soundx = pActor->spr.pos.X; - soundy = pActor->spr.y; + soundy = pActor->spr.pos.Y; soundz = pActor->spr.z; } @@ -730,7 +730,7 @@ void UpdateCreepySounds() if (totalmoves & 2) vax = -vax; - vec3_t sp = { pSprite->pos.X + vdx, pSprite->y + vax, pSprite->z }; + vec3_t sp = { pSprite->pos.X + vdx, pSprite->pos.Y + vax, pSprite->z }; creepy = GetSoundPos(&sp); if ((vsi & 0x1ff) >= kMaxSounds || !soundEngine->isValidSoundId((vsi & 0x1ff) + 1)) diff --git a/source/games/exhumed/src/spider.cpp b/source/games/exhumed/src/spider.cpp index 146dcf031..907fecae5 100644 --- a/source/games/exhumed/src/spider.cpp +++ b/source/games/exhumed/src/spider.cpp @@ -50,13 +50,13 @@ DExhumedActor* BuildSpider(DExhumedActor* spp, int x, int y, int z, sectortype* sp = &spp->s(); x = sp->pos.X; - y = sp->y; + y = sp->pos.Y; z = sp->sector()->floorz; nAngle = sp->ang; } sp->pos.X = x; - sp->y = y; + sp->pos.Y = y; sp->z = z; sp->cstat = CSTAT_SPRITE_BLOCK_ALL; sp->shade = -12; @@ -316,7 +316,7 @@ void AISpider::Tick(RunListEvent* ev) { if (nMov.actor() == pTarget) { - int nAng = getangle(pTarget->spr.pos.X - sp->pos.X, pTarget->spr.y - sp->y); + int nAng = getangle(pTarget->spr.pos.X - sp->pos.X, pTarget->spr.pos.Y - sp->pos.Y); if (AngleDiff(sp->ang, nAng) < 64) { spp->nAction = 2; diff --git a/source/games/exhumed/src/switch.cpp b/source/games/exhumed/src/switch.cpp index 4293d4d75..5e79ee24f 100644 --- a/source/games/exhumed/src/switch.cpp +++ b/source/games/exhumed/src/switch.cpp @@ -443,7 +443,7 @@ void AISWPressSector::Use(RunListEvent* ev) if (SwitchData[nSwitch].nKeyMask) { auto pSprite = &PlayerList[nPlayer].Actor()->s(); - PlayFXAtXYZ(StaticSound[nSwitchSound], pSprite->pos.X, pSprite->y, 0, CHANF_LISTENERZ); + PlayFXAtXYZ(StaticSound[nSwitchSound], pSprite->pos.X, pSprite->pos.Y, 0, CHANF_LISTENERZ); StatusMessage(300, "YOU NEED THE KEY FOR THIS DOOR"); } diff --git a/source/games/exhumed/src/view.cpp b/source/games/exhumed/src/view.cpp index c4b0e916f..13ad39a7e 100644 --- a/source/games/exhumed/src/view.cpp +++ b/source/games/exhumed/src/view.cpp @@ -132,7 +132,7 @@ static void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int x, int if ((pSprite->statnum < 150) && (pSprite->cstat & CSTAT_SPRITE_BLOCK_ALL) && (pActor != pPlayerActor)) { int xval = pSprite->pos.X - x; - int yval = pSprite->y - y; + int yval = pSprite->pos.Y - y; int vcos = bcos(nAngle); int vsin = bsin(nAngle); @@ -172,7 +172,7 @@ static void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int x, int nCreepyTimer = kCreepyCount; - if (!cansee(x, y, z, pSector, pTarget->pos.X, pTarget->y, pTarget->z - GetActorHeight(bestTarget), pTarget->sector())) + if (!cansee(x, y, z, pSector, pTarget->pos.X, pTarget->pos.Y, pTarget->z - GetActorHeight(bestTarget), pTarget->sector())) { bestTarget = nullptr; } @@ -221,7 +221,7 @@ void DrawView(double smoothRatio, bool sceneonly) auto pSprite = &pActor->s(); playerX = pSprite->pos.X; - playerY = pSprite->y; + playerY = pSprite->pos.Y; playerZ = pSprite->z; pSector = pSprite->sector(); nAngle = buildang(pSprite->ang); diff --git a/source/games/exhumed/src/wasp.cpp b/source/games/exhumed/src/wasp.cpp index d2ba3ab4d..400219425 100644 --- a/source/games/exhumed/src/wasp.cpp +++ b/source/games/exhumed/src/wasp.cpp @@ -49,7 +49,7 @@ DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, sectortype* pSprite = &pActor->s(); pSprite->pos.X = x; - pSprite->y = y; + pSprite->pos.Y = y; pSprite->z = z; } else diff --git a/source/games/sw/src/_polymost.cpp b/source/games/sw/src/_polymost.cpp index 9b38fbf41..90b687f8e 100644 --- a/source/games/sw/src/_polymost.cpp +++ b/source/games/sw/src/_polymost.cpp @@ -221,7 +221,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed tp = &mirror[cnt].camspriteActor->s(); j = abs(tp->pos.X - tx); - j += abs(tp->y - ty); + j += abs(tp->pos.Y - ty); if (j < dist) dist = j; } @@ -255,9 +255,9 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed dx = sp->pos.X + tdx; if (midy >= ty) - dy = sp->y - tdy; + dy = sp->pos.Y - tdy; else - dy = sp->y + tdy; + dy = sp->pos.Y + tdy; tdz = abs(tz - sp->z); if (tz >= sp->z) diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index 2e44ec19e..15e574cdb 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -219,7 +219,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath) } u->ActorActionFunc = nullptr; // Get angle to player - sp->ang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y) + 1024); + sp->ang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y) + 1024); break; case UZI_SMOKE+1: // Shotgun @@ -242,7 +242,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath) DoActorBeginJump(actor); u->ActorActionFunc = nullptr; // Get angle to player - sp->ang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y) + 1024); + sp->ang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y) + 1024); break; default: @@ -414,7 +414,7 @@ int DoActorDebris(DSWActor* actor) KillActor(actor); return 0; case ZILLA_RUN_R0: - getzsofslopeptr(sp->sector(), sp->pos.X, sp->y, &u->hiz, &u->loz); + getzsofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y, &u->hiz, &u->loz); u->lo_sectp = sp->sector(); u->hi_sectp = sp->sector(); u->lowActor = nullptr; @@ -499,7 +499,7 @@ int DoGenerateSewerDebris(DSWActor* actor) { u->Tics = u->WaitTics; - auto spawned = SpawnActor(STAT_DEAD_ACTOR, 0, Debris[RANDOM_P2(4<<8)>>8], sp->sector(), sp->pos.X, sp->y, sp->z, sp->ang, 200); + auto spawned = SpawnActor(STAT_DEAD_ACTOR, 0, Debris[RANDOM_P2(4<<8)>>8], sp->sector(), sp->pos.X, sp->pos.Y, sp->z, sp->ang, 200); SetOwner(actor, spawned); } @@ -590,7 +590,7 @@ void KeepActorOnFloor(DSWActor* actor) { int ceilz, florz; Collision ctrash, ftrash; - FAFgetzrangepoint(sp->pos.X, sp->y, sp->z, sp->sector(), + FAFgetzrangepoint(sp->pos.X, sp->pos.Y, sp->z, sp->sector(), &ceilz, &ctrash, &florz, &ftrash); u->oz = sp->z = florz; diff --git a/source/games/sw/src/ai.cpp b/source/games/sw/src/ai.cpp index 1b74a0eed..68c9da706 100644 --- a/source/games/sw/src/ai.cpp +++ b/source/games/sw/src/ai.cpp @@ -232,7 +232,7 @@ bool CanSeePlayer(DSWActor* actor) // if actor can still see the player int look_height = SPRITEp_TOS(sp); - if (u->targetActor && FAFcansee(sp->pos.X, sp->y, look_height, sp->sector(), u->targetActor->spr.pos.X, u->targetActor->spr.y, ActorUpper(u->targetActor), u->targetActor->spr.sector())) + if (u->targetActor && FAFcansee(sp->pos.X, sp->pos.Y, look_height, sp->sector(), u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, ActorUpper(u->targetActor), u->targetActor->spr.sector())) return true; else return false; @@ -254,7 +254,7 @@ int CanHitPlayer(DSWActor* actor) auto hp = &u->targetActor->s(); // get angle to target - ang = getangle(hp->pos.X - sp->pos.X, hp->y - sp->y); + ang = getangle(hp->pos.X - sp->pos.X, hp->pos.Y - sp->pos.Y); // get x,yvect xvect = bcos(ang); @@ -264,8 +264,8 @@ int CanHitPlayer(DSWActor* actor) zhh = hp->z - DIV2(SPRITEp_SIZE_Z(hp)); if (hp->pos.X - sp->pos.X != 0) zvect = xvect * ((zhh - zhs)/(hp->pos.X - sp->pos.X)); - else if (hp->y - sp->y != 0) - zvect = yvect * ((zhh - zhs)/(hp->y - sp->y)); + else if (hp->pos.Y - sp->pos.Y != 0) + zvect = yvect * ((zhh - zhs)/(hp->pos.Y - sp->pos.Y)); else return false; @@ -275,7 +275,7 @@ int CanHitPlayer(DSWActor* actor) // if (labs(zvect / FindDistance2D(hp->x - sp->x, hp->y - sp->y)) > 200) // return(false); - FAFhitscan(sp->pos.X, sp->y, zhs, sp->sector(), + FAFhitscan(sp->pos.X, sp->pos.Y, zhs, sp->sector(), xvect, yvect, zvect, @@ -347,7 +347,7 @@ int DoActorPickClosePlayer(DSWActor* actor) // continue; } - DISTANCE(sp->pos.X, sp->y, pp->posx, pp->posy, dist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, pp->posx, pp->posy, dist, a, b, c); if (dist < near_dist) { @@ -377,10 +377,10 @@ int DoActorPickClosePlayer(DSWActor* actor) // continue; } - DISTANCE(sp->pos.X, sp->y, pp->posx, pp->posy, dist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, pp->posx, pp->posy, dist, a, b, c); auto psp = &pp->Actor()->s(); - if (dist < near_dist && FAFcansee(sp->pos.X, sp->y, look_height, sp->sector(), psp->pos.X, psp->y, SPRITEp_UPPER(psp), psp->sector())) + if (dist < near_dist && FAFcansee(sp->pos.X, sp->pos.Y, look_height, sp->sector(), psp->pos.X, psp->pos.Y, SPRITEp_UPPER(psp), psp->sector())) { near_dist = dist; u->targetActor = pp->Actor(); @@ -405,9 +405,9 @@ TARGETACTOR: continue; auto itSp = &itActor->s(); - DISTANCE(sp->pos.X, sp->y, itSp->pos.X, itSp->y, dist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, itSp->pos.X, itSp->pos.Y, dist, a, b, c); - if (dist < near_dist && FAFcansee(sp->pos.X, sp->y, look_height, sp->sector(), itSp->pos.X, itSp->y, SPRITEp_UPPER(itSp), itSp->sector())) + if (dist < near_dist && FAFcansee(sp->pos.X, sp->pos.Y, look_height, sp->sector(), itSp->pos.X, itSp->pos.Y, SPRITEp_UPPER(itSp), itSp->sector())) { near_dist = dist; u->targetActor = itActor; @@ -469,7 +469,7 @@ int DoActorOperate(DSWActor* actor) for (i = 0; i < SIZ(z); i++) { - neartag({ sp->pos.X, sp->y, z[i] }, sp->sector(), sp->ang, near, 1024, NTAG_SEARCH_LO_HI); + neartag({ sp->pos.X, sp->pos.Y, z[i] }, sp->sector(), sp->ang, near, 1024, NTAG_SEARCH_LO_HI); } if (near.hitSector != nullptr && near.hitpos.X < 1024) @@ -551,7 +551,7 @@ ANIMATORp DoActorActionDecide(DSWActor* actor) DoActorOperate(actor); // if far enough away and cannot see the player - dist = Distance(sp->pos.X, sp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(sp->pos.X, sp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist > 30000 && !ICanSee) { @@ -642,7 +642,7 @@ ANIMATORp DoActorActionDecide(DSWActor* actor) DoActorPickClosePlayer(actor); // if close by - dist = Distance(sp->pos.X, sp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(sp->pos.X, sp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist < 15000 || ICanSee) { if ((Facing(actor, u->targetActor) && dist < 10000) || ICanSee) @@ -879,7 +879,7 @@ int DoActorCantMoveCloser(DSWActor* actor) if (u->track >= 0) { - sp->ang = getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->y); + sp->ang = getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->pos.Y); DoActorSetSpeed(actor, MID_SPEED); SET(u->Flags, SPR_FIND_PLAYER); @@ -952,7 +952,7 @@ int DoActorMoveCloser(DSWActor* actor) else { // turn to face player - sp->ang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y); + sp->ang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y); } } @@ -1145,7 +1145,7 @@ int InitActorRunAway(DSWActor* actor) if (u->track >= 0) { - sp->ang = NORM_ANGLE(getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->y)); + sp->ang = NORM_ANGLE(getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->pos.Y)); DoActorSetSpeed(actor, FAST_SPEED); SET(u->Flags, SPR_RUN_AWAY); //MONO_PRINT("Actor running away on track\n"); @@ -1235,7 +1235,7 @@ int InitActorAttack(DSWActor* actor) //NewStateGroup(actor, u->ActorActionSet->Stand); // face player when attacking - sp->ang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y)); + sp->ang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y)); // If it's your own kind, lay off! if (u->ID == u->targetActor->u()->ID && !u->targetActor->u()->PlayerP) @@ -1278,7 +1278,7 @@ int DoActorAttack(DSWActor* actor) DoActorNoise(ChooseAction(u->Personality->Broadcast),actor); - DISTANCE(sp->pos.X, sp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y, dist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c); auto pActor = GetPlayerSpriteNum(actor); if ((u->ActorActionSet->CloseAttack[0] && dist < CloseRangeDist(actor, u->targetActor)) || @@ -1321,7 +1321,7 @@ int InitActorEvade(DSWActor* actor) if (u->track >= 0) { - sp->ang = NORM_ANGLE(getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->y)); + sp->ang = NORM_ANGLE(getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->pos.Y)); DoActorSetSpeed(actor, FAST_SPEED); // NOT doing a RUN_AWAY RESET(u->Flags, SPR_RUN_AWAY); @@ -1344,7 +1344,7 @@ int InitActorWanderAround(DSWActor* actor) if (u->track >= 0) { - sp->ang = getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->y); + sp->ang = getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->pos.Y); DoActorSetSpeed(actor, NORM_SPEED); } @@ -1363,7 +1363,7 @@ int InitActorFindPlayer(DSWActor* actor) if (u->track >= 0) { - sp->ang = getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->y); + sp->ang = getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->pos.Y); DoActorSetSpeed(actor, MID_SPEED); SET(u->Flags, SPR_FIND_PLAYER); @@ -1394,7 +1394,7 @@ int InitActorDuck(DSWActor* actor) u->ActorActionFunc = DoActorDuck; NewStateGroup(actor, u->ActorActionSet->Duck); - dist = Distance(sp->pos.X, sp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(sp->pos.X, sp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist > 8000) { @@ -1467,7 +1467,7 @@ Collision move_scan(DSWActor* actor, int ang, int dist, int *stopx, int *stopy, // save off position info x = sp->pos.X; - y = sp->y; + y = sp->pos.Y; z = sp->z; sang = sp->ang; loz = u->loz; @@ -1490,12 +1490,12 @@ Collision move_scan(DSWActor* actor, int ang, int dist, int *stopx, int *stopy, // remember where it stopped *stopx = sp->pos.X; - *stopy = sp->y; + *stopy = sp->pos.Y; *stopz = sp->z; // reset position information sp->pos.X = x; - sp->y = y; + sp->pos.Y = y; sp->z = z; sp->ang = sang; u->loz = loz; @@ -1552,7 +1552,7 @@ int FindNewAngle(DSWActor* actor, int dir, int DistToMove) DistToMove = (DistToMove >> 2) + (DistToMove >> 3); // Find angle to from the player - oang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y)); + oang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y)); // choose a random angle array switch (dir) @@ -1601,13 +1601,13 @@ int FindNewAngle(DSWActor* actor, int dir, int DistToMove) if (ret.type == kHitNone) { // cleanly moved in new direction without hitting something - u->TargetDist = Distance(sp->pos.X, sp->y, stopx, stopy); + u->TargetDist = Distance(sp->pos.X, sp->pos.Y, stopx, stopy); return new_ang; } else { // hit something - dist = Distance(sp->pos.X, sp->y, stopx, stopy); + dist = Distance(sp->pos.X, sp->pos.Y, stopx, stopy); if (dist > save_dist) { @@ -1700,7 +1700,7 @@ int InitActorReposition(DSWActor* actor) u->Dist = 0; rnum = RANDOM_P2(8<<8)>>8; - dist = Distance(sp->pos.X, sp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(sp->pos.X, sp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist < PlayerDist[rnum] || TEST(u->Flags, SPR_RUN_AWAY)) { diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index 176d84688..53bed6b73 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -843,7 +843,7 @@ int DoBunnyBeginJumpAttack(DSWActor* actor) SPRITEp psp = &u->targetActor->s(); int tang; - tang = getangle(psp->pos.X - sp->pos.X, psp->y - sp->y); + tang = getangle(psp->pos.X - sp->pos.X, psp->pos.Y - sp->pos.Y); Collision coll = move_sprite(actor, bcos(tang, -7), bsin(tang, -7), 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS); @@ -923,11 +923,11 @@ void DoPickCloseBunny(DSWActor* actor) if (tu->ID != BUNNY_RUN_R0) continue; - DISTANCE(tsp->pos.X, tsp->y, sp->pos.X, sp->y, dist, a, b, c); + DISTANCE(tsp->pos.X, tsp->pos.Y, sp->pos.X, sp->pos.Y, dist, a, b, c); if (dist > near_dist) continue; - ICanSee = FAFcansee(sp->pos.X, sp->y, look_height, sp->sector(), tsp->pos.X, tsp->y, SPRITEp_UPPER(tsp), tsp->sector()); + ICanSee = FAFcansee(sp->pos.X, sp->pos.Y, look_height, sp->sector(), tsp->pos.X, tsp->pos.Y, SPRITEp_UPPER(tsp), tsp->sector()); if (ICanSee && dist < near_dist && tu->ID == BUNNY_RUN_R0) { @@ -1032,7 +1032,7 @@ int DoBunnyQuickJump(DSWActor* actor) if (pp == Player+myconnectindex) { choose_snd = STD_RANDOM_RANGE(2<<8)>>8; - if (FAFcansee(sp->pos.X,sp->y,SPRITEp_TOS(sp),sp->sector(),pp->posx, pp->posy, pp->posz, pp->cursector) && Facing(actor, u->targetActor)) + if (FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_TOS(sp),sp->sector(),pp->posx, pp->posy, pp->posz, pp->cursector) && Facing(actor, u->targetActor)) PlayerSound(fagsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp); } } @@ -1047,14 +1047,14 @@ int DoBunnyQuickJump(DSWActor* actor) if (pp == Player+myconnectindex) { choose_snd = STD_RANDOM_RANGE(3<<8)>>8; - if (FAFcansee(sp->pos.X,sp->y,SPRITEp_TOS(sp),sp->sector(),pp->posx, pp->posy, pp->posz, pp->cursector) && Facing(actor, u->targetActor)) + if (FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_TOS(sp),sp->sector(),pp->posx, pp->posy, pp->posz, pp->cursector) && Facing(actor, u->targetActor)) PlayerSound(straightsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp); } } } sp->pos.X = tsp->pos.X; // Mount up little bunny - sp->y = tsp->y; + sp->pos.Y = tsp->pos.Y; sp->ang = tsp->ang; sp->ang = NORM_ANGLE(sp->ang + 1024); HelpMissileLateral(actor, 2000); @@ -1121,7 +1121,7 @@ int DoBunnyRipHeart(DSWActor* actor) u->WaitTics = 6 * 120; // player face bunny - tsp->ang = getangle(sp->pos.X - tsp->pos.X, sp->y - tsp->y); + tsp->ang = getangle(sp->pos.X - tsp->pos.X, sp->pos.Y - tsp->pos.Y); return 0; } @@ -1159,7 +1159,7 @@ void BunnyHatch(DSWActor* actor) np = &actorNew->s(); np->clear(); np->pos.X = sp->pos.X; - np->y = sp->y; + np->pos.Y = sp->pos.Y; np->z = sp->z; np->xrepeat = 30; // Baby size np->yrepeat = 24; @@ -1222,7 +1222,7 @@ DSWActor* BunnyHatch2(DSWActor* actor) auto np = &actorNew->s(); np->clear(); np->pos.X = wp->pos.X; - np->y = wp->y; + np->pos.Y = wp->pos.Y; np->z = wp->z; np->xrepeat = 30; // Baby size np->yrepeat = 24; diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index a94afc3a8..198772371 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -552,7 +552,7 @@ int NewCoolg(DSWActor* actor) SPRITEp np; ANIMATOR DoActorDecide; - auto actorNew = SpawnActor(STAT_ENEMY, COOLG_RUN_R0, &s_CoolgBirth[0], sp->sector(), sp->pos.X, sp->y, sp->z, sp->ang, 50); + auto actorNew = SpawnActor(STAT_ENEMY, COOLG_RUN_R0, &s_CoolgBirth[0], sp->sector(), sp->pos.X, sp->pos.Y, sp->z, sp->ang, 50); nu = actorNew->u(); np = &actorNew->s(); diff --git a/source/games/sw/src/coolie.cpp b/source/games/sw/src/coolie.cpp index d1b57c36b..5a05b2d19 100644 --- a/source/games/sw/src/coolie.cpp +++ b/source/games/sw/src/coolie.cpp @@ -586,7 +586,7 @@ int DoCoolieMove(DSWActor* actor) return 0; } - if (Distance(sp->pos.X, sp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y) < 1200) + if (Distance(sp->pos.X, sp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y) < 1200) { UpdateSinglePlayKills(actor); DoActorDie(actor, actor, 0); diff --git a/source/games/sw/src/copysect.cpp b/source/games/sw/src/copysect.cpp index bce19a839..2ba4ab615 100644 --- a/source/games/sw/src/copysect.cpp +++ b/source/games/sw/src/copysect.cpp @@ -178,11 +178,11 @@ void CopySectorMatch(int match) // get offset src_xoff = sx - sp->pos.X; - src_yoff = sy - sp->y; + src_yoff = sy - sp->pos.Y; // move sprite to dest sector sp->pos.X = dx - src_xoff; - sp->y = dy - src_yoff; + sp->pos.Y = dy - src_yoff; // change sector ChangeActorSect(itActor, dsectp); diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index 916e4c1bd..756ebabea 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -114,7 +114,7 @@ int GetRotation(tspritetype* tsprite, int& spritesortcnt, int tSpriteNum, int vi // Get which of the 8 angles of the sprite to draw (0-7) // rotation ranges from 0-7 - angle2 = getangle(tsp->pos.X - viewx, tsp->y - viewy); + angle2 = getangle(tsp->pos.X - viewx, tsp->pos.Y - viewy); rotation = ((tsp->ang + 3072 + 128 - angle2) & 2047); rotation = (rotation >> 8) & 7; @@ -221,7 +221,7 @@ int DoShadowFindGroundPoint(tspriteptr_t sp) save_cstat = sp->cstat; RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); - FAFgetzrangepoint(sp->pos.X, sp->y, sp->z, sp->sector(), &hiz, &ceilhit, &loz, &florhit); + FAFgetzrangepoint(sp->pos.X, sp->pos.Y, sp->z, sp->sector(), &hiz, &ceilhit, &loz, &florhit); sp->cstat = save_cstat; switch (florhit.type) @@ -271,7 +271,7 @@ void DoShadows(tspritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int v auto sect = tsp->sector(); // make sure its the correct sector // DoShadowFindGroundPoint calls FAFgetzrangepoint and this is sensitive - updatesector(tsp->pos.X, tsp->y, §); + updatesector(tsp->pos.X, tsp->pos.Y, §); if (sect == nullptr) { @@ -343,9 +343,9 @@ void DoShadows(tspritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int v else if (!testnewrenderer) { // Alter the shadow's position so that it appears behind the sprite itself. - int look = getangle(tSpr->pos.X - Player[screenpeek].six, tSpr->y - Player[screenpeek].siy); + int look = getangle(tSpr->pos.X - Player[screenpeek].six, tSpr->pos.Y - Player[screenpeek].siy); tSpr->pos.X += bcos(look, -9); - tSpr->y += bsin(look, -9); + tSpr->pos.Y += bsin(look, -9); } else tSpr->time = 1; @@ -418,7 +418,7 @@ void DoMotionBlur(tspritetype* tsprite, int& spritesortcnt, tspritetype const * SET(tSpr->cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_TRANS_FLIP); tSpr->pos.X += dx; - tSpr->y += dy; + tSpr->pos.Y += dy; dx += nx; dy += ny; @@ -482,11 +482,11 @@ void WarpCopySprite(tspritetype* tsprite, int& spritesortcnt) newTSpr->statnum = 0; xoff = sp1->pos.X - newTSpr->pos.X; - yoff = sp1->y - newTSpr->y; + yoff = sp1->pos.Y - newTSpr->pos.Y; zoff = sp1->z - newTSpr->z; newTSpr->pos.X = sp2->pos.X - xoff; - newTSpr->y = sp2->y - yoff; + newTSpr->pos.Y = sp2->pos.Y - yoff; newTSpr->z = sp2->z - zoff; newTSpr->setsector(sp2->sector()); } @@ -505,11 +505,11 @@ void WarpCopySprite(tspritetype* tsprite, int& spritesortcnt) newTSpr->statnum = 0; xoff = sp2->pos.X - newTSpr->pos.X; - yoff = sp2->y - newTSpr->y; + yoff = sp2->pos.Y - newTSpr->pos.Y; zoff = sp2->z - newTSpr->z; newTSpr->pos.X = sp1->pos.X - xoff; - newTSpr->y = sp1->y - yoff; + newTSpr->pos.Y = sp1->pos.Y - yoff; newTSpr->z = sp1->z - zoff; newTSpr->setsector(sp1->sector()); } @@ -550,7 +550,7 @@ DSWActor* CopySprite(sprt const* tsp, sectortype* newsector) sp = &actorNew->s(); sp->pos.X = tsp->pos.X; - sp->y = tsp->y; + sp->pos.Y = tsp->pos.Y; sp->z = tsp->z; sp->cstat = tsp->cstat; sp->picnum = tsp->picnum; @@ -582,7 +582,7 @@ DSWActor* ConnectCopySprite(sprt const* tsp) testz = SPRITEp_TOS(tsp) - Z(10); if (testz < tsp->sector()->ceilingz) - updatesectorz(tsp->pos.X, tsp->y, testz, &newsector); + updatesectorz(tsp->pos.X, tsp->pos.Y, testz, &newsector); if (newsector != nullptr && newsector != tsp->sector()) { @@ -596,7 +596,7 @@ DSWActor* ConnectCopySprite(sprt const* tsp) testz = SPRITEp_BOS(tsp) + Z(10); if (testz > tsp->sector()->floorz) - updatesectorz(tsp->pos.X, tsp->y, testz, &newsector); + updatesectorz(tsp->pos.X, tsp->pos.Y, testz, &newsector); if (newsector != nullptr && newsector != tsp->sector()) { @@ -678,7 +678,7 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie if (tsp->picnum == BETTY_R0 || tsp->picnum == FLOORBLOOD1) { auto sp = &tActor->s(); - int32_t const floorz = getflorzofslopeptr(sp->sector(), sp->pos.X, sp->y); + int32_t const floorz = getflorzofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y); if (sp->z > floorz) tsp->z = floorz; } @@ -801,12 +801,12 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie // move sprite forward some so he looks like he's // climbing tsp->pos.X = pp->six + MOVEx(128 + 80, tsp->ang); - tsp->y = pp->siy + MOVEy(128 + 80, tsp->ang); + tsp->pos.Y = pp->siy + MOVEy(128 + 80, tsp->ang); } else { tsp->pos.X = pp->six; - tsp->y = pp->siy; + tsp->pos.Y = pp->siy; } tsp->z = tsp->z + pp->siz; @@ -825,7 +825,7 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie PLAYERp pp = tu->PlayerP; int sr = 65536 - int(smoothratio); tsp->pos.X -= MulScale(pp->posx - pp->oposx, sr, 16); - tsp->y -= MulScale(pp->posy - pp->oposy, sr, 16); + tsp->pos.Y -= MulScale(pp->posy - pp->oposy, sr, 16); tsp->z -= MulScale(pp->posz - pp->oposz, sr, 16); tsp->ang -= MulScale(pp->angle.ang.asbuild() - pp->angle.oang.asbuild(), sr, 16); } @@ -947,7 +947,7 @@ void post_analyzesprites(tspritetype* tsprite, int& spritesortcnt) } tsp->pos.X = atsp->pos.X; - tsp->y = atsp->y; + tsp->pos.Y = atsp->pos.Y; // statnum is priority - draw this ALWAYS first at 0 // statnum is priority - draw this ALWAYS last at MAXSTATUS if (TEST(atsp->extra, SPRX_BURNABLE)) @@ -1113,7 +1113,7 @@ void PrintSpriteInfo(PLAYERp pp) if (sp) { Printf("POSX:%d, ", sp->pos.X); - Printf("POSY:%d, ", sp->y); + Printf("POSY:%d, ", sp->pos.Y); Printf("POSZ:%d,", sp->z); Printf("ANG:%d\n", sp->ang); } @@ -1148,12 +1148,12 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, sectortype** tsect, binan { sp = &actor->s(); - ang = bvectangbam(*tx - sp->pos.X, *ty - sp->y); + ang = bvectangbam(*tx - sp->pos.X, *ty - sp->pos.Y); ang_test = getincangle(ang.asbuild(), sp->ang) < sp->lotag; FAFcansee_test = - (FAFcansee(sp->pos.X, sp->y, sp->z, sp->sector(), *tx, *ty, *tz, pp->cursector) || - FAFcansee(sp->pos.X, sp->y, sp->z, sp->sector(), *tx, *ty, *tz + SPRITEp_SIZE_Z(&pp->Actor()->s()), pp->cursector)); + (FAFcansee(sp->pos.X, sp->pos.Y, sp->z, sp->sector(), *tx, *ty, *tz, pp->cursector) || + FAFcansee(sp->pos.X, sp->pos.Y, sp->z, sp->sector(), *tx, *ty, *tz + SPRITEp_SIZE_Z(&pp->Actor()->s()), pp->cursector)); player_in_camera = ang_test && FAFcansee_test; @@ -1189,12 +1189,12 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, sectortype** tsect, binan zdiff = sp->z - *tz; if (labs(sp->pos.X - *tx) > 1000) zvect = Scale(xvect, zdiff, sp->pos.X - *tx); - else if (labs(sp->y - *ty) > 1000) - zvect = Scale(yvect, zdiff, sp->y - *ty); + else if (labs(sp->pos.Y - *ty) > 1000) + zvect = Scale(yvect, zdiff, sp->pos.Y - *ty); else if (sp->pos.X - *tx != 0) zvect = Scale(xvect, zdiff, sp->pos.X - *tx); - else if (sp->y - *ty != 0) - zvect = Scale(yvect, zdiff, sp->y - *ty); + else if (sp->pos.Y - *ty != 0) + zvect = Scale(yvect, zdiff, sp->pos.Y - *ty); else zvect = 0; @@ -1206,7 +1206,7 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, sectortype** tsect, binan *tang = ang; *tx = sp->pos.X; - *ty = sp->y; + *ty = sp->pos.Y; *tz = sp->z; *tsect = sp->sector(); @@ -1708,7 +1708,7 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int col = GPalette.BaseColors[31]; sprx = spr->pos.X; - spry = spr->y; + spry = spr->pos.Y; k = spr->statnum; if ((k >= 1) && (k <= 8) && (k != 2)) // Interpolate moving diff --git a/source/games/sw/src/eel.cpp b/source/games/sw/src/eel.cpp index 68ec6f2bb..5606846e6 100644 --- a/source/games/sw/src/eel.cpp +++ b/source/games/sw/src/eel.cpp @@ -477,7 +477,7 @@ int DoEelMatchPlayerZ(DSWActor* actor) // lower bound if (u->lowActor && u->targetActor == u->highActor) // this doesn't look right... { - DISTANCE(sp->pos.X, sp->y, u->lowActor->spr.pos.X, u->lowActor->spr.y, dist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, u->lowActor->spr.pos.X, u->lowActor->spr.pos.Y, dist, a, b, c); if (dist <= 300) bound = u->sz; else @@ -494,7 +494,7 @@ int DoEelMatchPlayerZ(DSWActor* actor) // upper bound if (u->highActor && u->targetActor == u->highActor) { - DISTANCE(sp->pos.X, sp->y, u->highActor->spr.pos.X, u->highActor->spr.y, dist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, u->highActor->spr.pos.X, u->highActor->spr.pos.Y, dist, a, b, c); if (dist <= 300) bound = u->sz; else diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 799ac7cef..d84a0316f 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -303,13 +303,13 @@ inline int SPRITEp_SIZE_BOS(const tspritetype* sp) #define SQ(val) ((val) * (val)) -#define KENFACING_PLAYER(pp,sp) (bcos(sp->ang)*(pp->posy-sp->y) >= bsin(sp-ang)*(pp->posx-sp->pos.X)) -#define FACING_PLAYER(pp,sp) (abs(getincangle(getangle((pp)->posx - (sp)->pos.X, (pp)->posy - (sp)->y), (sp)->ang)) < 512) -#define PLAYER_FACING(pp,sp) (abs(getincangle(getangle((sp)->pos.X - (pp)->posx, (sp)->y - (pp)->posy), (pp)->angle.ang.asbuild())) < 320) +#define KENFACING_PLAYER(pp,sp) (bcos(sp->ang)*(pp->posy-sp->pos.Y) >= bsin(sp-ang)*(pp->posx-sp->pos.X)) +#define FACING_PLAYER(pp,sp) (abs(getincangle(getangle((pp)->posx - (sp)->pos.X, (pp)->posy - (sp)->pos.Y), (sp)->ang)) < 512) +#define PLAYER_FACING(pp,sp) (abs(getincangle(getangle((sp)->pos.X - (pp)->posx, (sp)->pos.Y - (pp)->posy), (pp)->angle.ang.asbuild())) < 320) -#define FACING_PLAYER_RANGE(pp,sp,range) (abs(getincangle(getangle((pp)->posx - (sp)->pos.X, (pp)->posy - (sp)->y), (sp)->ang)) < (range)) -#define PLAYER_FACING_RANGE(pp,sp,range) (abs(getincangle(getangle((sp)->pos.X - (pp)->posx, (sp)->y - (pp)->posy), (pp)->angle.ang.asbuild())) < (range)) -#define FACING_RANGE(sp1,sp2,range) (abs(getincangle(getangle((sp1)->pos.X - (sp2)->pos.X, (sp1)->y - (sp2)->y), (sp2)->ang)) < (range)) +#define FACING_PLAYER_RANGE(pp,sp,range) (abs(getincangle(getangle((pp)->posx - (sp)->pos.X, (pp)->posy - (sp)->pos.Y), (sp)->ang)) < (range)) +#define PLAYER_FACING_RANGE(pp,sp,range) (abs(getincangle(getangle((sp)->pos.X - (pp)->posx, (sp)->pos.Y - (pp)->posy), (pp)->angle.ang.asbuild())) < (range)) +#define FACING_RANGE(sp1,sp2,range) (abs(getincangle(getangle((sp1)->pos.X - (sp2)->pos.X, (sp1)->pos.Y - (sp2)->pos.Y), (sp2)->ang)) < (range)) // two vectors // can determin direction @@ -2156,7 +2156,7 @@ inline int Facing(DSWActor* actor1, DSWActor* actor2) { auto sp1 = &actor1->s(); auto sp2 = &actor2->s(); - return (abs(getincangle(getangle((sp1)->pos.X - (sp2)->pos.X, (sp1)->y - (sp2)->y), (sp2)->ang)) < 512); + return (abs(getincangle(getangle((sp1)->pos.X - (sp2)->pos.X, (sp1)->pos.Y - (sp2)->pos.Y), (sp2)->ang)) < 512); } // just determine if the player is moving diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index 8d1273b59..b68dabeec 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -564,7 +564,7 @@ int DoCheckSwarm(DSWActor* actor) if (u->targetActor->u()->PlayerP) { pp = u->targetActor->u()->PlayerP; - DISTANCE(sp->pos.X, sp->y, pp->posx, pp->posy, pdist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, pp->posx, pp->posy, pdist, a, b, c); } else return 0; @@ -580,7 +580,7 @@ int DoCheckSwarm(DSWActor* actor) if (tsp->hitag != TAG_SWARMSPOT || tsp->lotag != 2) continue; - DISTANCE(sp->pos.X, sp->y, tsp->pos.X, tsp->y, dist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, tsp->pos.X, tsp->pos.Y, dist, a, b, c); if (dist < pdist && u->ID == tu->ID) // Only flock to your own kind { diff --git a/source/games/sw/src/interpso.cpp b/source/games/sw/src/interpso.cpp index 9d0e89ee1..07d11f911 100644 --- a/source/games/sw/src/interpso.cpp +++ b/source/games/sw/src/interpso.cpp @@ -117,7 +117,7 @@ static int &getvalue(so_interp::interp_data& element, bool write) break; case soi_spry: if (element.actorofang) - return element.actorofang->spr.y; + return element.actorofang->spr.pos.Y; break; case soi_sprz: if (element.actorofang) diff --git a/source/games/sw/src/jsector.cpp b/source/games/sw/src/jsector.cpp index 12c884fb8..5f17b3582 100644 --- a/source/games/sw/src/jsector.cpp +++ b/source/games/sw/src/jsector.cpp @@ -455,7 +455,7 @@ JS_ProcessEchoSpot() tp = &actor->s(); j = abs(tp->pos.X - pp->posx); - j += abs(tp->y - pp->posy); + j += abs(tp->pos.Y - pp->posy); if (j < dist) dist = j; @@ -537,7 +537,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio) tp = &mirror[cnt].camspriteActor->s(); j = abs(tp->pos.X - tx); - j += abs(tp->y - ty); + j += abs(tp->pos.Y - ty); if (j < dist) dist = j; } @@ -568,9 +568,9 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio) dx = sp->pos.X + tdx; if (midy >= ty) - dy = sp->y - tdy; + dy = sp->pos.Y - tdy; else - dy = sp->y + tdy; + dy = sp->pos.Y + tdy; tdz = abs(tz - sp->z); if (tz >= sp->z) @@ -659,7 +659,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio) } else { - drawroomstotile(sp->pos.X, sp->y, sp->z, buildang(SP_TAG5(sp)), camhoriz, sp->sector(), mirror[cnt].campic, smoothratio); + drawroomstotile(sp->pos.X, sp->pos.Y, sp->z, buildang(SP_TAG5(sp)), camhoriz, sp->sector(), mirror[cnt].campic, smoothratio); } } } diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index e67855562..047c28474 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -303,7 +303,7 @@ void SpawnMidSplash(DSWActor* actor) USERp nu; auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, sp->sector(), - sp->pos.X, sp->y, SPRITEp_MID(sp), sp->ang, 0); + sp->pos.X, sp->pos.Y, SPRITEp_MID(sp), sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -334,7 +334,7 @@ void SpawnFloorSplash(DSWActor* actor) USERp nu; auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -382,7 +382,7 @@ int DoBloodSpray(DSWActor* actor) // special stuff for blood worm sp->z += (u->zchange >> 1); - getzsofslopeptr(sp->sector(), sp->pos.X, sp->y, &cz, &fz); + getzsofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y, &cz, &fz); // pretend like we hit a sector if (sp->z >= fz) { @@ -444,7 +444,7 @@ int DoBloodSpray(DSWActor* actor) if (wph->lotag == TAG_WALL_BREAK) { - HitBreakWall(wph, sp->pos.X, sp->y, sp->z, sp->ang, u->ID); + HitBreakWall(wph, sp->pos.X, sp->pos.Y, sp->z, sp->ang, u->ID); u->coll.setNone(); break; } @@ -471,7 +471,7 @@ int DoBloodSpray(DSWActor* actor) sp->xvel = sp->yvel = u->xchange = u->ychange = 0; sp->xrepeat = sp->yrepeat = 70 - RandomRange(25); sp->pos.X = bsp->pos.X; - sp->y = bsp->y; + sp->pos.Y = bsp->pos.Y; // !FRANK! bit of a hack // yvel is the hit_wall @@ -479,7 +479,7 @@ int DoBloodSpray(DSWActor* actor) { // sy & sz are the ceiling and floor of the sector you are sliding down if (bldActor->tempwall->twoSided()) - getzsofslopeptr(bldActor->tempwall->nextSector(), sp->pos.X, sp->y, &u->sy, &u->sz); + getzsofslopeptr(bldActor->tempwall->nextSector(), sp->pos.X, sp->pos.Y, &u->sy, &u->sz); else u->sy = u->sz; // ceiling and floor are equal - white wall } @@ -542,7 +542,7 @@ int DoBloodSpray(DSWActor* actor) { auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSpray, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 100); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 100); auto np = &actorNew->s(); auto nu = actorNew->u(); @@ -652,7 +652,7 @@ int DoPhosphorus(DSWActor* actor) if (wph->lotag == TAG_WALL_BREAK) { - HitBreakWall(wph, sp->pos.X, sp->y, sp->z, sp->ang, u->ID); + HitBreakWall(wph, sp->pos.X, sp->pos.Y, sp->z, sp->ang, u->ID); u->coll.setNone(); break; } @@ -755,7 +755,7 @@ int DoPhosphorus(DSWActor* actor) { auto actorNew = SpawnActor(STAT_SKIP4, PUFF, s_PhosphorExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 100); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 100); auto np = &actorNew->s(); auto nu = actorNew->u(); @@ -862,7 +862,7 @@ int DoChemBomb(DSWActor* actor) if (wph->lotag == TAG_WALL_BREAK) { - HitBreakWall(wph, sp->pos.X, sp->y, sp->z, sp->ang, u->ID); + HitBreakWall(wph, sp->pos.X, sp->pos.Y, sp->z, sp->ang, u->ID); u->coll.setNone(); break; } @@ -985,7 +985,7 @@ int DoChemBomb(DSWActor* actor) if (!TEST(u->Flags, SPR_BOUNCE | SPR_UNDERWATER) && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE)) { auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 100); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 100); auto np = &actorNew->s(); auto nu = actorNew->u(); @@ -1087,7 +1087,7 @@ int DoCaltrops(DSWActor* actor) if (wph->lotag == TAG_WALL_BREAK) { - HitBreakWall(wph, sp->pos.X, sp->y, sp->z, sp->ang, u->ID); + HitBreakWall(wph, sp->pos.X, sp->pos.Y, sp->z, sp->ang, u->ID); u->coll.setNone(); break; } @@ -1226,7 +1226,7 @@ int SpawnRadiationCloud(DSWActor* actor) return -1; auto actorNew = SpawnActor(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, sp->sector(), - sp->pos.X, sp->y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -1280,7 +1280,7 @@ int DoRadiationCloud(DSWActor* actor) sp->z -= sp->zvel; sp->pos.X += u->xchange; - sp->y += u->ychange; + sp->pos.Y += u->ychange; if (u->ID) { @@ -1390,7 +1390,7 @@ int InitSpriteChemBomb(DSWActor* actor) PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z; // Spawn a shot @@ -1443,7 +1443,7 @@ int InitChemBomb(DSWActor* actor) // PlayerUpdateAmmo(pp, u->WeaponNum, -1); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z; // Spawn a shot @@ -1526,14 +1526,14 @@ int PlayerInitFlashBomb(PLAYERp pp) if (itActor == pp->Actor()) break; - DISTANCE(hp->pos.X, hp->y, sp->pos.X, sp->y, dist, tx, ty, tmin); + DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, tx, ty, tmin); if (dist > 16384) // Flash radius continue; if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK)) continue; - if (!FAFcansee(hp->pos.X, hp->y, hp->z, hp->sector(), sp->pos.X, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sector())) + if (!FAFcansee(hp->pos.X, hp->pos.Y, hp->z, hp->sector(), sp->pos.X, sp->pos.Y, sp->z - SPRITEp_SIZE_Z(sp), sp->sector())) continue; damage = GetDamage(itActor, pp->Actor(), DMG_FLASHBOMB); @@ -1591,14 +1591,14 @@ int InitFlashBomb(DSWActor* actor) hp = &itActor->s(); hu = itActor->u(); - DISTANCE(hp->pos.X, hp->y, sp->pos.X, sp->y, dist, tx, ty, tmin); + DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, tx, ty, tmin); if (dist > 16384) // Flash radius continue; if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK)) continue; - if (!FAFcansee(hp->pos.X, hp->y, hp->z, hp->sector(), sp->pos.X, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sector())) + if (!FAFcansee(hp->pos.X, hp->pos.Y, hp->z, hp->sector(), sp->pos.X, sp->pos.Y, sp->z - SPRITEp_SIZE_Z(sp), sp->sector())) continue; damage = GetDamage(itActor, actor, DMG_FLASHBOMB); @@ -1682,7 +1682,7 @@ void SpawnFlashBombOnActor(DSWActor* actor) } auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); auto np = &actorNew->s(); auto nu = actorNew->u(); @@ -1804,7 +1804,7 @@ int InitCaltrops(DSWActor* actor) PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z; // Spawn a shot @@ -1854,7 +1854,7 @@ int InitPhosphorus(DSWActor* actor) PlaySound(DIGI_FIREBALL1, actor, v3df_follow); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z; daang = NORM_ANGLE(RandomRange(2048)); @@ -1940,7 +1940,7 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity) ang = NORM_ANGLE(ang+1024+256 - RandomRange(256)); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = SPRITEp_TOS(sp)-20; // Spawn a shot @@ -2035,7 +2035,7 @@ DSWActor* DoFlagRangeTest(DSWActor* actor, int range) sp = &itActor->s(); - DISTANCE(sp->pos.X, sp->y, wp->pos.X, wp->y, dist, tx, ty, tmin); + DISTANCE(sp->pos.X, sp->pos.Y, wp->pos.X, wp->pos.Y, dist, tx, ty, tmin); if (dist > range) continue; @@ -2048,10 +2048,10 @@ DSWActor* DoFlagRangeTest(DSWActor* actor, int range) if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY)) continue; - if (!FAFcansee(sp->pos.X, sp->y, sp->z, sp->sector(), wp->pos.X, wp->y, wp->z, wp->sector())) + if (!FAFcansee(sp->pos.X, sp->pos.Y, sp->z, sp->sector(), wp->pos.X, wp->pos.Y, wp->z, wp->sector())) continue; - dist = FindDistance3D(wp->pos.X - sp->pos.X, wp->y - sp->y, wp->z - sp->z); + dist = FindDistance3D(wp->pos.X - sp->pos.X, wp->pos.Y - sp->pos.Y, wp->z - sp->z); if (dist > range) continue; @@ -2079,7 +2079,7 @@ int DoCarryFlag(DSWActor* actor) { SPRITEp ap = &u->attachActor->s(); - vec3_t pos = { ap->pos.X, ap->y, SPRITEp_MID(ap) }; + vec3_t pos = { ap->pos.X, ap->pos.Y, SPRITEp_MID(ap) }; SetActorZ(actor, &pos); sp->ang = NORM_ANGLE(ap->ang + 1536); } @@ -2239,7 +2239,7 @@ int DoCarryFlagNoDet(DSWActor* actor) { SPRITEp ap = &u->attachActor->s(); - vec3_t pos = { ap->pos.X, ap->y, SPRITEp_MID(ap) }; + vec3_t pos = { ap->pos.X, ap->pos.Y, SPRITEp_MID(ap) }; SetActorZ(actor, &pos); sp->ang = NORM_ANGLE(ap->ang + 1536); sp->z = ap->z - DIV2(SPRITEp_SIZE_Z(ap)); @@ -2345,7 +2345,7 @@ int SpawnShell(DSWActor* actor, int ShellNum) nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = DIV2(SPRITEp_TOS(sp)+ SPRITEp_BOS(sp)); switch (ShellNum) diff --git a/source/games/sw/src/miscactr.cpp b/source/games/sw/src/miscactr.cpp index 4bb5769df..4c5b1832b 100644 --- a/source/games/sw/src/miscactr.cpp +++ b/source/games/sw/src/miscactr.cpp @@ -155,7 +155,7 @@ int DoToiletGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.y,ActorMid(u->targetActor),u->targetActor->spr.sector()); + ICanSee = FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector()); if (u->FlagOwner != 1) { @@ -210,7 +210,7 @@ int NullToiletGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.y,u->targetActor->spr.z,u->targetActor->spr.sector()); + ICanSee = FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.z,u->targetActor->spr.sector()); if (!TEST(u->Flags,SPR_CLIMBING)) KeepActorOnFloor(actor); @@ -390,7 +390,7 @@ int DoWashGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.y,ActorMid(u->targetActor),u->targetActor->spr.sector()); + ICanSee = FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector()); if (RandomRange(1000) > 980 && u->ShellNum <= 0) { @@ -454,7 +454,7 @@ int NullWashGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.y,u->targetActor->spr.z,u->targetActor->spr.sector()); + ICanSee = FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.z,u->targetActor->spr.sector()); if (!TEST(u->Flags,SPR_CLIMBING)) KeepActorOnFloor(actor); @@ -1253,7 +1253,7 @@ int DoCarGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.y,ActorMid(u->targetActor),u->targetActor->spr.sector()); + ICanSee = FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector()); if (u->FlagOwner == 1) { @@ -1299,7 +1299,7 @@ int NullCarGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.y,u->targetActor->spr.z,u->targetActor->spr.sector()); + ICanSee = FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.z,u->targetActor->spr.sector()); if (!TEST(u->Flags,SPR_CLIMBING)) KeepActorOnFloor(actor); @@ -1467,7 +1467,7 @@ int DoMechanicGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.y,ActorMid(u->targetActor),u->targetActor->spr.sector()); + ICanSee = FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector()); if (u->FlagOwner == 1) { @@ -1513,7 +1513,7 @@ int NullMechanicGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.y,u->targetActor->spr.z,u->targetActor->spr.sector()); + ICanSee = FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.z,u->targetActor->spr.sector()); if (!TEST(u->Flags,SPR_CLIMBING)) KeepActorOnFloor(actor); @@ -1683,7 +1683,7 @@ int DoSailorGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.y,ActorMid(u->targetActor),u->targetActor->spr.sector()); + ICanSee = FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector()); if (u->FlagOwner == 1) { @@ -1734,7 +1734,7 @@ int NullSailorGirl(DSWActor* actor) static short alreadythrew = 0; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.y,u->targetActor->spr.z,u->targetActor->spr.sector()); + ICanSee = FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.z,u->targetActor->spr.sector()); if (!TEST(u->Flags,SPR_CLIMBING)) KeepActorOnFloor(actor); @@ -1890,7 +1890,7 @@ int DoPruneGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.y,ActorMid(u->targetActor),u->targetActor->spr.sector()); + ICanSee = FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector()); if (u->FlagOwner == 1) { @@ -1952,7 +1952,7 @@ int NullPruneGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.y,u->targetActor->spr.z,u->targetActor->spr.sector()); + ICanSee = FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.z,u->targetActor->spr.sector()); if (!TEST(u->Flags,SPR_CLIMBING)) KeepActorOnFloor(actor); diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index ee021814e..d32f9e9b9 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1172,7 +1172,7 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets // Only look at closest ones //if ((dist = Distance(sp->x, sp->y, ep->x, ep->y)) > PICK_DIST) - if ((dist = FindDistance3D(sp->pos.X - ep->pos.X, sp->y - ep->y, sp->z - ep->z)) > PICK_DIST) + if ((dist = FindDistance3D(sp->pos.X - ep->pos.X, sp->pos.Y - ep->pos.Y, sp->z - ep->z)) > PICK_DIST) continue; if (skip_targets != 2) // Used for spriteinfo mode @@ -1183,7 +1183,7 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets } // Get the angle to the player - angle2 = NORM_ANGLE(getangle(ep->pos.X - sp->pos.X, ep->y - sp->y)); + angle2 = NORM_ANGLE(getangle(ep->pos.X - sp->pos.X, ep->pos.Y - sp->pos.Y)); // Get the angle difference // delta_ang = labs(pp->angle.ang.asbuild() - angle2); @@ -1204,9 +1204,9 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets ezhl = SPRITEp_BOS(ep) - (SPRITEp_SIZE_Z(ep) >> 2); // If you can't see 'em you can't shoot 'em - if (!FAFcansee(sp->pos.X, sp->y, zh, sp->sector(), ep->pos.X, ep->y, ezh, ep->sector()) && - !FAFcansee(sp->pos.X, sp->y, zh, sp->sector(), ep->pos.X, ep->y, ezhm, ep->sector()) && - !FAFcansee(sp->pos.X, sp->y, zh, sp->sector(), ep->pos.X, ep->y, ezhl, ep->sector()) + if (!FAFcansee(sp->pos.X, sp->pos.Y, zh, sp->sector(), ep->pos.X, ep->pos.Y, ezh, ep->sector()) && + !FAFcansee(sp->pos.X, sp->pos.Y, zh, sp->sector(), ep->pos.X, ep->pos.Y, ezhm, ep->sector()) && + !FAFcansee(sp->pos.X, sp->pos.Y, zh, sp->sector(), ep->pos.X, ep->pos.Y, ezhl, ep->sector()) ) continue; @@ -1312,7 +1312,7 @@ void DoSpawnTeleporterEffect(DSWActor* actor) ny = MOVEy(512, sp->ang); nx += sp->pos.X; - ny += sp->y; + ny += sp->pos.Y; auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, sp->sector(), nx, ny, SPRITEp_TOS(sp) + Z(16), @@ -1337,7 +1337,7 @@ void DoSpawnTeleporterEffectPlace(DSWActor* actor) SPRITEp ep; auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, sp->sector(), - sp->pos.X, sp->y, SPRITEp_TOS(sp) + Z(16), + sp->pos.X, sp->pos.Y, SPRITEp_TOS(sp) + Z(16), sp->ang, 0); ep = &effectActor->s(); @@ -1743,7 +1743,7 @@ void UpdatePlayerUnderSprite(PLAYERp pp) u = pp->PlayerUnderActor->u(); sp->pos.X = over_sp->pos.X; - sp->y = over_sp->y; + sp->pos.Y = over_sp->pos.Y; sp->z = over_sp->z; ChangeActorSect(pp->PlayerUnderActor, over_sp->sector()); @@ -1772,7 +1772,7 @@ void UpdatePlayerSprite(PLAYERp pp) // Update sprite representation of player sp->pos.X = pp->posx; - sp->y = pp->posy; + sp->pos.Y = pp->posy; // there are multiple death functions if (TEST(pp->Flags, PF_DEAD)) @@ -2416,7 +2416,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y) sp = &actor->s(); u = actor->u(); - if (testpointinquad(sp->pos.X, sp->y, x, y)) + if (testpointinquad(sp->pos.X, sp->pos.Y, x, y)) { if (TEST(sp->extra, SPRX_BREAKABLE) && HitBreakSprite(actor, 0)) continue; @@ -2453,7 +2453,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y) { sp = &actor->s(); - if (testpointinquad(sp->pos.X, sp->y, x, y)) + if (testpointinquad(sp->pos.X, sp->pos.Y, x, y)) { //if (sp->z < pp->posz) if (sp->z < sop->crush_z) @@ -2482,7 +2482,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y) { sp = &actor->s(); - if (testpointinquad(sp->pos.X, sp->y, x, y)) + if (testpointinquad(sp->pos.X, sp->pos.Y, x, y)) { if (sp->z < sop->crush_z) continue; @@ -2507,7 +2507,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y) if (u->PlayerP == pp) continue; - if (testpointinquad(sp->pos.X, sp->y, x, y)) + if (testpointinquad(sp->pos.X, sp->pos.Y, x, y)) { int damage; @@ -3263,15 +3263,15 @@ void DoPlayerClimb(PLAYERp pp) sp->pos.X = u->sx; } - if (sp->y != u->sy) + if (sp->pos.Y != u->sy) { - if (sp->y < u->sy) - sp->y += ADJ_AMT; - else if (sp->y > u->sy) - sp->y -= ADJ_AMT; + if (sp->pos.Y < u->sy) + sp->pos.Y += ADJ_AMT; + else if (sp->pos.Y > u->sy) + sp->pos.Y -= ADJ_AMT; - if (labs(sp->y - u->sy) <= ADJ_AMT) - sp->y = u->sy; + if (labs(sp->pos.Y - u->sy) <= ADJ_AMT) + sp->pos.Y = u->sy; } } } @@ -3406,7 +3406,7 @@ void DoPlayerClimb(PLAYERp pp) // the sprite pp->lx = lsp->pos.X + nx * 5; - pp->ly = lsp->y + ny * 5; + pp->ly = lsp->pos.Y + ny * 5; pp->angle.settarget(lsp->ang + 1024); } @@ -3702,7 +3702,7 @@ DSWActor* FindNearSprite(DSWActor* actor, short stat) { auto fp = &actor->s(); - dist = Distance(sp->pos.X, sp->y, fp->pos.X, fp->y); + dist = Distance(sp->pos.X, sp->pos.Y, fp->pos.X, fp->pos.Y); if (dist < near_dist) { @@ -3793,7 +3793,7 @@ bool PlayerOnLadder(PLAYERp pp) // the sprite pp->lx = lsp->pos.X + nx * 5; - pp->ly = lsp->y + ny * 5; + pp->ly = lsp->pos.Y + ny * 5; pp->angle.settarget(lsp->ang + 1024); @@ -4101,11 +4101,11 @@ void DoPlayerWarpToUnderwater(PLAYERp pp) // get the offset from the sprite u->sx = over_sp->pos.X - pp->posx; - u->sy = over_sp->y - pp->posy; + u->sy = over_sp->pos.Y - pp->posy; // update to the new x y position pp->posx = under_sp->pos.X - u->sx; - pp->posy = under_sp->y - u->sy; + pp->posy = under_sp->pos.Y - u->sy; auto over = over_sp->sector(); auto under = under_sp->sector(); @@ -4175,11 +4175,11 @@ void DoPlayerWarpToSurface(PLAYERp pp) // get the offset from the under sprite u->sx = under_sp->pos.X - pp->posx; - u->sy = under_sp->y - pp->posy; + u->sy = under_sp->pos.Y - pp->posy; // update to the new x y position pp->posx = over_sp->pos.X - u->sx; - pp->posy = over_sp->y - u->sy; + pp->posy = over_sp->pos.Y - u->sy; auto over = over_sp->sector(); auto under = under_sp->sector(); @@ -5167,7 +5167,7 @@ void PlayerRemoteReset(PLAYERp pp, sectortype* sect) auto rsp = &pp->remoteActor->s(); pp->posx = rsp->pos.X; - pp->posy = rsp->y; + pp->posy = rsp->pos.Y; pp->posz = sect->floorz - PLAYER_HEIGHT; pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = pp->slide_xvect = pp->slide_yvect = 0; @@ -5797,9 +5797,9 @@ void DoPlayerDeathFollowKiller(PLAYERp pp) { SPRITEp kp = &pp->KillerActor->s(); - if (FAFcansee(kp->pos.X, kp->y, SPRITEp_TOS(kp), kp->sector(), pp->posx, pp->posy, pp->posz, pp->cursector)) + if (FAFcansee(kp->pos.X, kp->pos.Y, SPRITEp_TOS(kp), kp->sector(), pp->posx, pp->posy, pp->posz, pp->cursector)) { - pp->angle.addadjustment(getincanglebam(pp->angle.ang, bvectangbam(kp->pos.X - pp->posx, kp->y - pp->posy)) >> 4); + pp->angle.addadjustment(getincanglebam(pp->angle.ang, bvectangbam(kp->pos.X - pp->posx, kp->pos.Y - pp->posy)) >> 4); } } } @@ -5835,7 +5835,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp) sp->xrepeat = sp->yrepeat = PLAYER_NINJA_XREPEAT; RESET(sp->cstat, CSTAT_SPRITE_YCENTER); sp->pos.X = pp->posx; - sp->y = pp->posy; + sp->pos.Y = pp->posy; sp->z = pp->posz+PLAYER_HEIGHT; sp->ang = pp->angle.ang.asbuild(); @@ -5924,13 +5924,13 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp) if (!TEST(hp->extra, SPRX_PLAYER_OR_ENEMY)) continue; - DISTANCE(hp->pos.X, hp->y, sp->pos.X, sp->y, dist, a, b, c); + DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, a, b, c); if (unsigned(dist) < hu->Radius + 100) { pp->KillerActor = itActor; - u->slide_ang = getangle(sp->pos.X - hp->pos.X, sp->y - hp->y); + u->slide_ang = getangle(sp->pos.X - hp->pos.X, sp->pos.Y - hp->pos.Y); u->slide_ang = NORM_ANGLE(u->slide_ang + (RANDOM_P2(128<<5)>>5) - 64); u->slide_vel = hp->xvel<<1; @@ -6011,7 +6011,7 @@ void DoPlayerDeathMoveHead(PLAYERp pp) } pp->posx = sp->pos.X; - pp->posy = sp->y; + pp->posy = sp->pos.Y; pp->setcursector(sp->sector()); // try to stay in valid area - death sometimes throws you out of the map @@ -6022,7 +6022,7 @@ void DoPlayerDeathMoveHead(PLAYERp pp) pp->cursector = pp->lv_sector; ChangeActorSect(pp->Actor(), pp->lv_sector); pp->posx = sp->pos.X = pp->lv_x; - pp->posy = sp->y = pp->lv_y; + pp->posy = sp->pos.Y = pp->lv_y; } else { @@ -6900,7 +6900,7 @@ int SearchSpawnPosition(PLAYERp pp) if (opp != pp) // don't test for yourself { - if (FindDistance3D(sp->pos.X - opp->posx, sp->y - opp->posy, sp->z - opp->posz) < 1000) + if (FindDistance3D(sp->pos.X - opp->posx, sp->pos.Y - opp->posy, sp->z - opp->posz) < 1000) { blocked = true; break; @@ -6983,7 +6983,7 @@ void PlayerSpawnPosition(PLAYERp pp) pp->posx = pp->oposx = sp->pos.X; - pp->posy = pp->oposy = sp->y; + pp->posy = pp->oposy = sp->pos.Y; pp->posz = pp->oposz = sp->z; pp->angle.ang = pp->angle.oang = buildang(sp->ang); pp->setcursector(sp->sector()); diff --git a/source/games/sw/src/quake.cpp b/source/games/sw/src/quake.cpp index f29f46c33..43b5830f5 100644 --- a/source/games/sw/src/quake.cpp +++ b/source/games/sw/src/quake.cpp @@ -185,7 +185,7 @@ void QuakeViewChange(PLAYERp pp, int *z_diff, int *x_diff, int *y_diff, short *a { auto sp = &actor->s(); - dist = FindDistance3D(pp->posx - sp->pos.X, pp->posy - sp->y, pp->posz - sp->z); + dist = FindDistance3D(pp->posx - sp->pos.X, pp->posy - sp->pos.Y, pp->posz - sp->z); // shake whole level if (QUAKE_TestDontTaper(sp)) @@ -241,7 +241,7 @@ void SpawnQuake(sectortype* sect, int x, int y, int z, auto sp = &actorNew->s(); sp->pos.X = x; - sp->y = y; + sp->pos.Y = y; sp->z = z; sp->cstat = 0; sp->extra = 0; @@ -266,7 +266,7 @@ int SetExpQuake(DSWActor* actor) { SPRITEp sp = &actor->s(); - SpawnQuake(sp->sector(), sp->pos.X, sp->y, sp->z, 40, 4, 20000); // !JIM! was 8, 40000 + SpawnQuake(sp->sector(), sp->pos.X, sp->pos.Y, sp->z, 40, 4, 20000); // !JIM! was 8, 40000 return 0; } @@ -274,7 +274,7 @@ int SetGunQuake(DSWActor* actor) { SPRITEp sp = &actor->s(); - SpawnQuake(sp->sector(), sp->pos.X, sp->y, sp->z, 40, 8, 40000); + SpawnQuake(sp->sector(), sp->pos.X, sp->pos.Y, sp->z, 40, 8, 40000); return 0; } @@ -290,7 +290,7 @@ int SetNuclearQuake(DSWActor* actor) { SPRITEp sp = &actor->s(); - SpawnQuake(sp->sector(), sp->pos.X, sp->y, sp->z, 400, 8, 64000); + SpawnQuake(sp->sector(), sp->pos.X, sp->pos.Y, sp->z, 400, 8, 64000); return 0; } @@ -298,7 +298,7 @@ int SetSumoQuake(DSWActor* actor) { SPRITEp sp = &actor->s(); - SpawnQuake(sp->sector(), sp->pos.X, sp->y, sp->z, 120, 4, 20000); + SpawnQuake(sp->sector(), sp->pos.X, sp->pos.Y, sp->z, 120, 4, 20000); return 0; } @@ -306,7 +306,7 @@ int SetSumoFartQuake(DSWActor* actor) { SPRITEp sp = &actor->s(); - SpawnQuake(sp->sector(), sp->pos.X, sp->y, sp->z, 60, 4, 4000); + SpawnQuake(sp->sector(), sp->pos.X, sp->pos.Y, sp->z, 60, 4, 4000); return 0; } diff --git a/source/games/sw/src/ripper.cpp b/source/games/sw/src/ripper.cpp index d3cd0cb6f..ee7168896 100644 --- a/source/games/sw/src/ripper.cpp +++ b/source/games/sw/src/ripper.cpp @@ -944,7 +944,7 @@ int InitRipperHang(DSWActor* actor) { tang = NORM_ANGLE(sp->ang + dang); - FAFhitscan(sp->pos.X, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sector(), // Start position + FAFhitscan(sp->pos.X, sp->pos.Y, sp->z - SPRITEp_SIZE_Z(sp), sp->sector(), // Start position bcos(tang), // X vector of 3D ang bsin(tang), // Y vector of 3D ang 0, // Z vector of 3D ang @@ -953,7 +953,7 @@ int InitRipperHang(DSWActor* actor) if (hit.hitSector == nullptr) continue; - dist = Distance(sp->pos.X, sp->y, hit.hitpos.X, hit.hitpos.Y); + dist = Distance(sp->pos.X, sp->pos.Y, hit.hitpos.X, hit.hitpos.Y); if (hit.hitWall == nullptr || dist < 2000 || dist > 7000) { @@ -1068,7 +1068,7 @@ int DoRipperBeginJumpAttack(DSWActor* actor) SPRITEp psp = &u->targetActor->s(); short tang; - tang = getangle(psp->pos.X - sp->pos.X, psp->y - sp->y); + tang = getangle(psp->pos.X - sp->pos.X, psp->pos.Y - sp->pos.Y); Collision coll = move_sprite(actor, bcos(tang, -7), bsin(tang, -7), 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS); @@ -1186,7 +1186,7 @@ int DoRipperRipHeart(DSWActor* actor) u->WaitTics = 6 * 120; // player face ripper - tsp->ang = getangle(sp->pos.X - tsp->pos.X, sp->y - tsp->y); + tsp->ang = getangle(sp->pos.X - tsp->pos.X, sp->pos.Y - tsp->pos.Y); return 0; } @@ -1221,7 +1221,7 @@ void RipperHatch(DSWActor* actor) np->clear(); ClearOwner(actorNew); np->pos.X = wp->pos.X; - np->y = wp->y; + np->pos.Y = wp->pos.Y; np->z = wp->z; np->xrepeat = np->yrepeat = 64; np->ang = rip_ang[i]; diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index cde463c06..ad6aca255 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -947,7 +947,7 @@ int InitRipper2Hang(DSWActor* actor) { tang = NORM_ANGLE(sp->ang + dang); - FAFhitscan(sp->pos.X, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sector(), // Start position + FAFhitscan(sp->pos.X, sp->pos.Y, sp->z - SPRITEp_SIZE_Z(sp), sp->sector(), // Start position bcos(tang), // X vector of 3D ang bsin(tang), // Y vector of 3D ang 0, // Z vector of 3D ang @@ -956,7 +956,7 @@ int InitRipper2Hang(DSWActor* actor) if (hit.hitSector == nullptr) continue; - dist = Distance(sp->pos.X, sp->y, hit.hitpos.X, hit.hitpos.Y); + dist = Distance(sp->pos.X, sp->pos.Y, hit.hitpos.X, hit.hitpos.Y); if (hit.hitWall == nullptr || dist < 2000 || dist > 7000) { @@ -1082,7 +1082,7 @@ int DoRipper2BeginJumpAttack(DSWActor* actor) SPRITEp psp = &u->targetActor->s(); short tang; - tang = getangle(psp->pos.X - sp->pos.X, psp->y - sp->y); + tang = getangle(psp->pos.X - sp->pos.X, psp->pos.Y - sp->pos.Y); // Always jump at player if mad. @@ -1200,7 +1200,7 @@ int DoRipper2RipHeart(DSWActor* actor) u->WaitTics = 6 * 120; // player face ripper2 - tsp->ang = getangle(sp->pos.X - tsp->pos.X, sp->y - tsp->y); + tsp->ang = getangle(sp->pos.X - tsp->pos.X, sp->pos.Y - tsp->pos.Y); return 0; } @@ -1239,7 +1239,7 @@ void Ripper2Hatch(DSWActor* actor) np->clear(); ClearOwner(actorNew); np->pos.X = wp->pos.X; - np->y = wp->y; + np->pos.Y = wp->pos.Y; np->z = wp->z; //np->xrepeat = np->yrepeat = 36; np->xrepeat = np->yrepeat = 64; diff --git a/source/games/sw/src/rooms.cpp b/source/games/sw/src/rooms.cpp index 433a5a262..e2feb1216 100644 --- a/source/games/sw/src/rooms.cpp +++ b/source/games/sw/src/rooms.cpp @@ -59,7 +59,7 @@ DSWActor* insertActor(sectortype* sect, int statnum) auto pActor = static_cast(::InsertActor(RUNTIME_CLASS(DSWActor), sect, statnum)); auto pSprite = &pActor->s(); - pSprite->pos.X = pSprite->y = pSprite->z = 0; + pSprite->pos.X = pSprite->pos.Y = pSprite->z = 0; pSprite->cstat = 0; pSprite->picnum = 0; pSprite->shade = 0; @@ -701,7 +701,7 @@ bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sect) if (sp->hitag == VIEW_THRU_CEILING && sp->lotag == match) { xoff = *x - sp->pos.X; - yoff = *y - sp->y; + yoff = *y - sp->pos.Y; break; } } @@ -719,7 +719,7 @@ bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sect) sectortype* upper,* lower; *x = sp->pos.X + xoff; - *y = sp->y + yoff; + *y = sp->pos.Y + yoff; // get new sector GetUpperLowerSector(match, *x, *y, &upper, &lower); @@ -796,7 +796,7 @@ bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect) if (sp->hitag == VIEW_THRU_FLOOR && sp->lotag == match) { xoff = *x - sp->pos.X; - yoff = *y - sp->y; + yoff = *y - sp->pos.Y; break; } } @@ -815,7 +815,7 @@ bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect) sectortype* upper,* lower; *x = sp->pos.X + xoff; - *y = sp->y + yoff; + *y = sp->pos.Y + yoff; // get new sector GetUpperLowerSector(match, *x, *y, &upper, &lower); @@ -976,7 +976,7 @@ void CollectPortals() while (auto actor = it.Next()) { int tx = actor->spr.pos.X; - int ty = actor->spr.y; + int ty = actor->spr.pos.Y; int tz = actor->spr.z; auto tsect = §or[sec]; @@ -1006,7 +1006,7 @@ void CollectPortals() while (auto actor = it.Next()) { int tx = actor->spr.pos.X; - int ty = actor->spr.y; + int ty = actor->spr.pos.Y; int tz = actor->spr.z; auto tsect = §or[sec]; diff --git a/source/games/sw/src/rotator.cpp b/source/games/sw/src/rotator.cpp index 40c4ab783..301b3b398 100644 --- a/source/games/sw/src/rotator.cpp +++ b/source/games/sw/src/rotator.cpp @@ -354,7 +354,7 @@ int DoRotator(DSWActor* actor) auto itsp = &itActor->s(); if (itsp->lotag == sp->lotag) { - dist = Distance(sp->pos.X, sp->y, itsp->pos.X, itsp->y); + dist = Distance(sp->pos.X, sp->pos.Y, itsp->pos.X, itsp->pos.Y); if (dist < closest) { closest = dist; diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index e0a4bf91a..1a4b119e3 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -128,7 +128,7 @@ void WallSetupDontMove(void) { for(auto& wal : wall) { - if (wal.pos.X < spl->pos.X && wal.pos.X > spu->pos.X && wal.pos.Y < spl->y && wal.pos.Y > spu->y) + if (wal.pos.X < spl->pos.X && wal.pos.X > spu->pos.X && wal.pos.Y < spl->pos.Y && wal.pos.Y > spu->pos.Y) { SET(wal.extra, WALLFX_DONT_MOVE); } @@ -850,18 +850,18 @@ void SectorExp(DSWActor* actor, sectortype* sectp, short orig_ang, int zh) SectorMidPoint(sectp, &x, &y, &z); sp->ang = orig_ang; sp->pos.X = x; - sp->y = y; + sp->pos.Y = y; sp->z = z; // randomize the explosions sp->ang += RANDOM_P2(256) - 128; sp->pos.X += RANDOM_P2(1024) - 512; - sp->y += RANDOM_P2(1024) - 512; + sp->pos.Y += RANDOM_P2(1024) - 512; sp->z = zh; // setup vars needed by SectorExp ChangeActorSect(actor, sectp); - getzsofslopeptr(sp->sector(), sp->pos.X, sp->y, &u->hiz, &u->loz); + getzsofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y, &u->hiz, &u->loz); // spawn explosion auto explosion = SpawnSectorExp(actor); @@ -1192,7 +1192,7 @@ void WeaponExplodeSectorInRange(DSWActor* wActor) sp = &actor->s(); // test to see if explosion is close to crack sprite - dist = FindDistance3D(wp->pos.X - sp->pos.X, wp->y - sp->y, wp->z - sp->z); + dist = FindDistance3D(wp->pos.X - sp->pos.X, wp->pos.Y - sp->pos.Y, wp->z - sp->z); if (sp->clipdist == 0) continue; @@ -1202,7 +1202,7 @@ void WeaponExplodeSectorInRange(DSWActor* wActor) if ((unsigned int)dist > (wu->Radius/2) + radius) continue; - if (!FAFcansee(wp->pos.X,wp->y,wp->z,wp->sector(),sp->pos.X,sp->y,sp->z,sp->sector())) + if (!FAFcansee(wp->pos.X,wp->pos.Y,wp->z,wp->sector(),sp->pos.X,sp->pos.Y,sp->z,sp->sector())) continue; @@ -1263,7 +1263,7 @@ void DoDeleteSpriteMatch(short match) { found = actor; del_x = sp->pos.X; - del_y = sp->y; + del_y = sp->pos.Y; break; } } @@ -1277,7 +1277,7 @@ void DoDeleteSpriteMatch(short match) while (auto actor = it.Next()) { auto sp = &actor->s(); - if (del_x == sp->pos.X && del_y == sp->y) + if (del_x == sp->pos.X && del_y == sp->pos.Y) { // special case lighting delete of Fade On/off after fades if (StatList[stat] == STAT_LIGHTING) @@ -1451,7 +1451,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating) { pp = GlobPlayerP; - if (!FAFcansee(pp->posx, pp->posy, pp->posz, pp->cursector, sp->pos.X, sp->y, sp->z - DIV2(SPRITEp_SIZE_Z(sp)), sp->sector())) + if (!FAFcansee(pp->posx, pp->posy, pp->posz, pp->cursector, sp->pos.X, sp->pos.Y, sp->z - DIV2(SPRITEp_SIZE_Z(sp)), sp->sector())) return false; } @@ -1923,7 +1923,7 @@ void OperateTripTrigger(PLAYERp pp) if (TEST(u->Flags, SPR_WAIT_FOR_TRIGGER)) { - if (Distance(sp->pos.X, sp->y, pp->posx, pp->posy) < dist) + if (Distance(sp->pos.X, sp->pos.Y, pp->posx, pp->posy) < dist) { u->targetActor = pp->Actor(); RESET(u->Flags, SPR_WAIT_FOR_TRIGGER); @@ -2221,7 +2221,7 @@ int DoPlayerGrabStar(PLAYERp pp) { sp = &StarQueue[i]->s(); - if (FindDistance3D(sp->pos.X - pp->posx, sp->y - pp->posy, sp->z - pp->posz + Z(12)) < 500) + if (FindDistance3D(sp->pos.X - pp->posx, sp->pos.Y - pp->posy, sp->z - pp->posz + Z(12)) < 500) { break; } diff --git a/source/games/sw/src/skel.cpp b/source/games/sw/src/skel.cpp index 7b92c1b04..cc5b3ff62 100644 --- a/source/games/sw/src/skel.cpp +++ b/source/games/sw/src/skel.cpp @@ -551,12 +551,12 @@ int DoSkelTeleport(DSWActor* actor) int x,y; x = sp->pos.X; - y = sp->y; + y = sp->pos.Y; while (true) { sp->pos.X = x; - sp->y = y; + sp->pos.Y = y; if (RANDOM_P2(1024) < 512) sp->pos.X += 512 + RANDOM_P2(1024); @@ -564,9 +564,9 @@ int DoSkelTeleport(DSWActor* actor) sp->pos.X -= 512 + RANDOM_P2(1024); if (RANDOM_P2(1024) < 512) - sp->y += 512 + RANDOM_P2(1024); + sp->pos.Y += 512 + RANDOM_P2(1024); else - sp->y -= 512 + RANDOM_P2(1024); + sp->pos.Y -= 512 + RANDOM_P2(1024); SetActorZ(actor, &sp->pos); diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index 65e1d898c..ca1583f6a 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -377,7 +377,7 @@ int DoSkullJump(DSWActor* actor) int dist,a,b,c; - DISTANCE(sp->pos.X, sp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y, dist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c); if (dist < 1000 && SpriteOverlapZ(actor, u->targetActor, Z(32))) @@ -444,7 +444,7 @@ int DoSkullWait(DSWActor* actor) SPRITEp sp = &actor->s(); int a,b,c,dist; - DISTANCE(sp->pos.X, sp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y, dist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c); DoActorPickClosePlayer(actor); @@ -478,7 +478,7 @@ int DoSkullWait(DSWActor* actor) if (dist < 8000) { - sp->ang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y); + sp->ang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y); sp->xvel = 128 + (RANDOM_P2(256<<8)>>8); u->jump_speed = -700; NewStateGroup(actor, sg_SkullJump); @@ -774,7 +774,7 @@ int DoBettyJump(DSWActor* actor) { int dist,a,b,c; - DISTANCE(sp->pos.X, sp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y, dist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c); if (dist < 1000 && SpriteOverlapZ(actor, u->targetActor, Z(32))) @@ -839,7 +839,7 @@ int DoBettyWait(DSWActor* actor) SPRITEp sp = &actor->s(); int a,b,c,dist; - DISTANCE(sp->pos.X, sp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y, dist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c); DoActorPickClosePlayer(actor); @@ -873,7 +873,7 @@ int DoBettyWait(DSWActor* actor) if (dist < 8000) { - sp->ang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y); + sp->ang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y); sp->xvel = 128 + (RANDOM_P2(256<<8)>>8); u->jump_speed = -700; NewStateGroup(actor, sg_BettyJump); diff --git a/source/games/sw/src/slidor.cpp b/source/games/sw/src/slidor.cpp index 888fd8c4c..b02d0a12b 100644 --- a/source/games/sw/src/slidor.cpp +++ b/source/games/sw/src/slidor.cpp @@ -416,12 +416,12 @@ int DoSlidorInstantClose(DSWActor* actor) break; case TAG_WALL_SLIDOR_UP: - diff = wal->pos.Y - sp->y; + diff = wal->pos.Y - sp->pos.Y; DoSlidorMoveWalls(actor, diff); break; case TAG_WALL_SLIDOR_DOWN: - diff = wal->pos.Y - sp->y; + diff = wal->pos.Y - sp->pos.Y; DoSlidorMoveWalls(actor, -diff); break; } diff --git a/source/games/sw/src/spike.cpp b/source/games/sw/src/spike.cpp index 898c779a6..ce8e62f3e 100644 --- a/source/games/sw/src/spike.cpp +++ b/source/games/sw/src/spike.cpp @@ -264,16 +264,16 @@ void SpikeAlign(DSWActor* actor) if ((int8_t)SP_TAG7(sp) < 0) { if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP)) - alignceilslope(sp->sector(), sp->pos.X, sp->y, u->zclip); + alignceilslope(sp->sector(), sp->pos.X, sp->pos.Y, u->zclip); else - alignflorslope(sp->sector(), sp->pos.X, sp->y, u->zclip); + alignflorslope(sp->sector(), sp->pos.X, sp->pos.Y, u->zclip); } else { if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP)) - SOBJ_AlignCeilingToPoint(&SectorObject[SP_TAG7(sp)], sp->pos.X, sp->y, u->zclip); + SOBJ_AlignCeilingToPoint(&SectorObject[SP_TAG7(sp)], sp->pos.X, sp->pos.Y, u->zclip); else - SOBJ_AlignFloorToPoint(&SectorObject[SP_TAG7(sp)], sp->pos.X, sp->y, u->zclip); + SOBJ_AlignFloorToPoint(&SectorObject[SP_TAG7(sp)], sp->pos.X, sp->pos.Y, u->zclip); } } @@ -293,7 +293,7 @@ void MoveSpritesWithSpike(sectortype* sect) if (TEST(sp->extra, SPRX_STAY_PUT_VATOR)) continue; - getzsofslopeptr(sect, sp->pos.X, sp->y, &cz, &fz); + getzsofslopeptr(sect, sp->pos.X, sp->pos.Y, &cz, &fz); sp->z = fz; } } diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 5ec29b49b..bee62a757 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -915,7 +915,7 @@ DSWActor* SpawnActor(int stat, int id, STATEp state, sectortype* sect, int x, in sp->pal = 0; sp->pos.X = x; - sp->y = y; + sp->pos.Y = y; sp->z = z; sp->cstat = 0; @@ -1007,7 +1007,7 @@ bool ActorTestSpawn(DSWActor* actor) default: c = "?"; break; } Printf("WARNING: skill-masked %s at %d,%d,%d not being killed because it " - "activates something\n", c, sp->pos.X, sp->y, sp->z); + "activates something\n", c, sp->pos.X, sp->pos.Y, sp->z); return true; } //always spawn girls in addons @@ -1499,7 +1499,7 @@ void PreMapCombineFloors(void) } dx = BoundList[base_offset].offset->pos.X - BoundList[i].offset->pos.X; - dy = BoundList[base_offset].offset->y - BoundList[i].offset->y; + dy = BoundList[base_offset].offset->pos.Y - BoundList[i].offset->pos.Y; BFSSectorSearch search(BoundList[i].offset->sector()); while (auto dasect = search.GetNext()) @@ -1508,7 +1508,7 @@ void PreMapCombineFloors(void) while (auto jActor = it.Next()) { jActor->spr.pos.X += dx; - jActor->spr.y += dy; + jActor->spr.pos.Y += dy; } for (auto& wal : wallsofsector(dasect)) @@ -1575,7 +1575,7 @@ void SpriteSetupPost(void) if (jActor->hasU()) continue; - getzsofslopeptr(ds->sector(), ds->pos.X, ds->y, &cz, &fz); + getzsofslopeptr(ds->sector(), ds->pos.X, ds->pos.Y, &cz, &fz); if (labs(ds->z - fz) > Z(4)) continue; @@ -1627,7 +1627,7 @@ void SpriteSetup(void) SPRITEp sp = &actor->s(); // not used yetv - getzsofslopeptr(sp->sector(), sp->pos.X, sp->y, &cz, &fz); + getzsofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y, &cz, &fz); if (sp->z > DIV2(cz + fz)) { // closer to a floor @@ -1922,7 +1922,7 @@ void SpriteSetup(void) case SECT_WALL_PAN_SPEED: { - vec3_t hit_pos = { sp->pos.X, sp->y, sp->z - Z(8) }; + vec3_t hit_pos = { sp->pos.X, sp->pos.Y, sp->z - Z(8) }; HitInfo hit{}; hitscan(hit_pos, sp->sector(), // Start position @@ -1951,7 +1951,7 @@ void SpriteSetup(void) case WALL_DONT_STICK: { - vec3_t hit_pos = { sp->pos.X, sp->y, sp->z - Z(8) }; + vec3_t hit_pos = { sp->pos.X, sp->pos.Y, sp->z - Z(8) }; HitInfo hit{}; hitscan(hit_pos, sp->sector(), // Start position @@ -2315,7 +2315,7 @@ void SpriteSetup(void) break; } - getzrangepoint(sp->pos.X, sp->y, sp->z, sp->sector(), &ceilingz, &trash, &floorz, &trash); + getzrangepoint(sp->pos.X, sp->pos.Y, sp->z, sp->sector(), &ceilingz, &trash, &floorz, &trash); if (floor_vator) { @@ -2564,13 +2564,13 @@ void SpriteSetup(void) np->cstat = 0; np->extra = 0; np->pos.X = sp->pos.X; - np->y = sp->y; + np->pos.Y = sp->pos.Y; np->z = sp->z; np->ang = NORM_ANGLE(sp->ang + 1024); np->picnum = sp->picnum; np->pos.X += MOVEx(256+128, sp->ang); - np->y += MOVEy(256+128, sp->ang); + np->pos.Y += MOVEy(256+128, sp->ang); break; } @@ -2659,7 +2659,7 @@ void SpriteSetup(void) auto ispr = &itActor->s(); if (ispr->hitag == sp->hitag && ispr->lotag == sp->lotag) { - I_Error("Two VIEW_THRU_ tags with same match found on level\n1: x %d, y %d \n2: x %d, y %d", sp->pos.X, sp->y, ispr->pos.X, ispr->y); + I_Error("Two VIEW_THRU_ tags with same match found on level\n1: x %d, y %d \n2: x %d, y %d", sp->pos.X, sp->pos.Y, ispr->pos.X, ispr->pos.Y); } } change_actor_stat(actor, STAT_FAF); @@ -3609,7 +3609,7 @@ int ActorCoughItem(DSWActor* actor) np->cstat = 0; np->extra = 0; np->pos.X = sp->pos.X; - np->y = sp->y; + np->pos.Y = sp->pos.Y; np->z = SPRITEp_MID(sp); np->ang = 0; np->extra = 0; @@ -3651,7 +3651,7 @@ int ActorCoughItem(DSWActor* actor) np->cstat = 0; np->extra = 0; np->pos.X = sp->pos.X; - np->y = sp->y; + np->pos.Y = sp->pos.Y; np->z = SPRITEp_MID(sp); np->ang = 0; np->extra = 0; @@ -3680,7 +3680,7 @@ int ActorCoughItem(DSWActor* actor) np->cstat = 0; np->extra = 0; np->pos.X = sp->pos.X; - np->y = sp->y; + np->pos.Y = sp->pos.Y; np->z = SPRITEp_MID(sp); np->ang = 0; np->extra = 0; @@ -3712,7 +3712,7 @@ int ActorCoughItem(DSWActor* actor) np->cstat = 0; np->extra = 0; np->pos.X = sp->pos.X; - np->y = sp->y; + np->pos.Y = sp->pos.Y; np->z = SPRITEp_MID(sp); np->ang = 0; np->extra = 0; @@ -3775,7 +3775,7 @@ int ActorCoughItem(DSWActor* actor) np->cstat = 0; np->extra = 0; np->pos.X = sp->pos.X; - np->y = sp->y; + np->pos.Y = sp->pos.Y; np->z = SPRITEp_MID(sp); np->ang = 0; np->extra = 0; @@ -3834,7 +3834,7 @@ int ActorCoughItem(DSWActor* actor) np->cstat = 0; np->extra = 0; np->pos.X = sp->pos.X; - np->y = sp->y; + np->pos.Y = sp->pos.Y; np->z = SPRITEp_LOWER(sp)+Z(10); np->ang = sp->ang; @@ -3920,7 +3920,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_REPAIR_KIT)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_REPAIR_KIT, s_RepairKit, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_REPAIR_KIT, s_RepairKit, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -3931,7 +3931,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_STAR)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_STAR, s_IconStar, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_STAR, s_IconStar, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -3942,7 +3942,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_MINE)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_MINE, s_IconLgMine, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_MINE, s_IconLgMine, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -3953,7 +3953,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_MICRO_GUN)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_GUN, s_IconMicroGun, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_GUN, s_IconMicroGun, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -3964,7 +3964,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_MICRO_BATTERY)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_BATTERY, s_IconMicroBattery, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_BATTERY, s_IconMicroBattery, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -3975,7 +3975,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_GRENADE_LAUNCHER)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -3986,7 +3986,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_GRENADE)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_GRENADE, s_IconLgGrenade, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_GRENADE, s_IconLgGrenade, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -3997,7 +3997,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_RAIL_GUN)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_GUN, s_IconRailGun, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_GUN, s_IconRailGun, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4008,7 +4008,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_RAIL_AMMO)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_AMMO, s_IconRailAmmo, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_AMMO, s_IconRailAmmo, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4019,7 +4019,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_ROCKET)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_ROCKET, s_IconRocket, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_ROCKET, s_IconRocket, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4030,7 +4030,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_SHOTGUN)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_SHOTGUN, s_IconShotgun, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_SHOTGUN, s_IconShotgun, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4041,7 +4041,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_SHOTSHELL)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_SHOTSHELL, s_IconLgShotshell, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_SHOTSHELL, s_IconLgShotshell, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4052,7 +4052,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_GUARD_HEAD)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4063,7 +4063,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_FIREBALL_LG_AMMO)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4074,7 +4074,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEART)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4085,7 +4085,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEART_LG_AMMO)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4098,7 +4098,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_ARMOR)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_ARMOR, s_IconArmor, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_ARMOR, s_IconArmor, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); sp = &spawnedActor->s(); u = spawnedActor->u(); SET(u->Flags2, SPR2_NEVER_RESPAWN); @@ -4117,7 +4117,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_MEDKIT)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_MEDKIT, s_IconMedkit, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_MEDKIT, s_IconMedkit, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4128,7 +4128,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_SM_MEDKIT)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_SM_MEDKIT, s_IconSmMedkit, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_SM_MEDKIT, s_IconSmMedkit, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4139,7 +4139,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_CHEMBOMB)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_CHEMBOMB, s_IconChemBomb, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_CHEMBOMB, s_IconChemBomb, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4150,7 +4150,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_FLASHBOMB)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_FLASHBOMB, s_IconFlashBomb, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_FLASHBOMB, s_IconFlashBomb, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4161,7 +4161,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_NUKE)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_NUKE, s_IconNuke, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_NUKE, s_IconNuke, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4172,7 +4172,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_CALTROPS)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_CALTROPS, s_IconCaltrops, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_CALTROPS, s_IconCaltrops, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4183,7 +4183,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_BOOSTER)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_BOOSTER, s_IconBooster, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_BOOSTER, s_IconBooster, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4194,7 +4194,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEAT_CARD)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_HEAT_CARD, s_IconHeatCard, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_HEAT_CARD, s_IconHeatCard, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4205,7 +4205,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_CLOAK)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_CLOAK, s_IconCloak, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_CLOAK, s_IconCloak, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4216,7 +4216,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_NIGHT_VISION)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_NIGHT_VISION, s_IconNightVision, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_NIGHT_VISION, s_IconNightVision, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4228,7 +4228,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_UZI_AMMO)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_UZI_AMMO, s_IconLgUziAmmo, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_UZI_AMMO, s_IconLgUziAmmo, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4239,7 +4239,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_GUARD_HEAD)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4250,7 +4250,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEART)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4262,7 +4262,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_UZIFLOOR)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_UZIFLOOR, s_IconUziFloor, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_UZIFLOOR, s_IconUziFloor, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4276,7 +4276,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_UZI)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_UZI, s_IconUzi, sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_UZI, s_IconUzi, sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); @@ -4323,7 +4323,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, s_Key[num]->Pic)) break; - spawnedActor = SpawnActor(STAT_ITEM, s_Key[num]->Pic, s_Key[num], sip->sector(), sip->pos.X, sip->y, sip->z, sip->ang, 0); + spawnedActor = SpawnActor(STAT_ITEM, s_Key[num]->Pic, s_Key[num], sip->sector(), sip->pos.X, sip->pos.Y, sip->z, sip->ang, 0); u = spawnedActor->u(); sp = &spawnedActor->s(); @@ -4392,7 +4392,7 @@ bool SpriteOverlap(DSWActor* actor_a, DSWActor* actor_b) int spa_tos, spa_bos, spb_tos, spb_bos, overlap_z; if (!ua || !ub) return false; - if ((unsigned)Distance(spa->pos.X, spa->y, spb->pos.X, spb->y) > ua->Radius + ub->Radius) + if ((unsigned)Distance(spa->pos.X, spa->pos.Y, spb->pos.X, spb->pos.Y) > ua->Radius + ub->Radius) { return false; } @@ -4508,7 +4508,7 @@ void getzrangepoint(int x, int y, int z, sectortype* sect, yspan = tileHeight(tilenum); day = ((yspan >> 1) + yoff) * spr->yrepeat; x1 = spr->pos.X + DMulScale(sinang, dax, cosang, day, 16) - x; - y1 = spr->y + DMulScale(sinang, day, -cosang, dax, 16) - y; + y1 = spr->pos.Y + DMulScale(sinang, day, -cosang, dax, 16) - y; l = xspan * spr->xrepeat; x2 = x1 - MulScale(sinang, l, 16); y2 = y1 + MulScale(cosang, l, 16); @@ -4718,7 +4718,7 @@ bool DropAhead(DSWActor* actor, int min_height) // day = sp->y + MOVEy(128, sp->ang); dax = sp->pos.X + MOVEx(256, sp->ang); - day = sp->y + MOVEy(256, sp->ang); + day = sp->pos.Y + MOVEy(256, sp->ang); auto newsector = sp->sector(); updatesector(dax, day, &newsector); @@ -4762,7 +4762,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange) // save off x,y values x = sp->pos.X; - y = sp->y; + y = sp->pos.Y; z = sp->z; loz = u->loz; hiz = u->hiz; @@ -4784,7 +4784,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange) { // cancel move sp->pos.X = x; - sp->y = y; + sp->pos.Y = y; sp->z = z; //sp->z = u->loz; // place on ground in case you are in the air u->loz = loz; @@ -4798,11 +4798,11 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange) return false; } - if (ActorDrop(actor, sp->pos.X, sp->y, sp->z, sp->sector(), u->lo_step)) + if (ActorDrop(actor, sp->pos.X, sp->pos.Y, sp->z, sp->sector(), u->lo_step)) { // cancel move sp->pos.X = x; - sp->y = y; + sp->pos.Y = y; sp->z = z; //sp->z = u->loz; // place on ground in case you are in the air u->loz = loz; @@ -4822,7 +4822,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange) if (u->coll.type == kHitNone) { // Keep track of how far sprite has moved - dist = Distance(x, y, sp->pos.X, sp->y); + dist = Distance(x, y, sp->pos.X, sp->pos.Y); u->TargetDist -= dist; u->Dist += dist; u->DistCheck += dist; @@ -4861,9 +4861,9 @@ int DoGrating(DSWActor* actor) else { if (dir == 1) - sp->y += 2 * GRATE_FACTOR; + sp->pos.Y += 2 * GRATE_FACTOR; else - sp->y -= 2 * GRATE_FACTOR; + sp->pos.Y -= 2 * GRATE_FACTOR; } sp->hitag -= GRATE_FACTOR; @@ -4958,7 +4958,7 @@ int KillGet(DSWActor* actor) break; auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, sp->sector(), - sp->pos.X, sp->y, sp->z, 0, 0); + sp->pos.X, sp->pos.Y, sp->z, 0, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -5010,7 +5010,7 @@ int KillGetAmmo(DSWActor* actor) break; auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, sp->sector(), - sp->pos.X, sp->y, sp->z, 0, 0); + sp->pos.X, sp->pos.Y, sp->z, 0, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -5070,7 +5070,7 @@ int KillGetWeapon(DSWActor* actor) break; auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, sp->sector(), - sp->pos.X, sp->y, sp->z, 0, 0); + sp->pos.X, sp->pos.Y, sp->z, 0, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -5089,7 +5089,7 @@ int DoSpawnItemTeleporterEffect(SPRITEp sp) SPRITEp ep; auto effect = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, sp->sector(), - sp->pos.X, sp->y, sp->z - Z(12), + sp->pos.X, sp->pos.Y, sp->z - Z(12), sp->ang, 0); ep = &effect->s(); @@ -5214,7 +5214,7 @@ int DoGet(DSWActor* actor) if (TEST(pp->Flags, PF_DEAD)) continue; - DISTANCE(pp->posx, pp->posy, sp->pos.X, sp->y, dist, a,b,c); + DISTANCE(pp->posx, pp->posy, sp->pos.X, sp->pos.Y, dist, a,b,c); if ((unsigned)dist > (pu->Radius + u->Radius)) { continue; @@ -5227,7 +5227,7 @@ int DoGet(DSWActor* actor) auto cstat_bak = sp->cstat; SET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - can_see = FAFcansee(sp->pos.X, sp->y, sp->z, sp->sector(), + can_see = FAFcansee(sp->pos.X, sp->pos.Y, sp->z, sp->sector(), pp->posx, pp->posy, pp->posz, pp->cursector); sp->cstat = cstat_bak; @@ -6017,10 +6017,10 @@ KeyMain: DSWActor* actorNew; if (sp->hitag == TAG_NORESPAWN_FLAG) actorNew = SpawnActor(STAT_ITEM, ICON_FLAG, s_CarryFlagNoDet, sp->sector(), - sp->pos.X, sp->y, sp->z, 0, 0); + sp->pos.X, sp->pos.Y, sp->z, 0, 0); else actorNew = SpawnActor(STAT_ITEM, ICON_FLAG, s_CarryFlag, sp->sector(), - sp->pos.X, sp->y, sp->z, 0, 0); + sp->pos.X, sp->pos.Y, sp->z, 0, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -6099,7 +6099,7 @@ void AdjustActiveRange(PLAYERp pp, DSWActor* actor, int dist) // if actor can still see the player look_height = SPRITEp_TOS(sp); - if (FAFcansee(sp->pos.X, sp->y, look_height, sp->sector(), psp->pos.X, psp->y, SPRITEp_UPPER(psp), psp->sector())) + if (FAFcansee(sp->pos.X, sp->pos.Y, look_height, sp->sector(), psp->pos.X, psp->pos.Y, SPRITEp_UPPER(psp), psp->sector())) { // Player is visible // adjust update range of this sprite @@ -6261,7 +6261,7 @@ void SpriteControl(void) pp = &Player[pnum]; // Only update the ones closest - DISTANCE(pp->posx, pp->posy, sp->pos.X, sp->y, dist, tx, ty, tmin); + DISTANCE(pp->posx, pp->posy, sp->pos.X, sp->pos.Y, dist, tx, ty, tmin); AdjustActiveRange(pp, actor, dist); @@ -6518,7 +6518,7 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in if (TEST(spr->sector()->extra, SECTFX_WARP_SECTOR)) { DSWActor* sp_warp; - if ((sp_warp = WarpPlane(&spr->pos.X, &spr->y, &spr->z, &dasect))) + if ((sp_warp = WarpPlane(&spr->pos.X, &spr->pos.Y, &spr->z, &dasect))) { ActorWarpUpdatePos(actor, dasect); ActorWarpType(actor, sp_warp); @@ -6526,7 +6526,7 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in if (spr->sector() != lastsect) { - if ((sp_warp = Warp(&spr->pos.X, &spr->y, &spr->z, &dasect))) + if ((sp_warp = Warp(&spr->pos.X, &spr->pos.Y, &spr->z, &dasect))) { ActorWarpUpdatePos(actor, dasect); ActorWarpType(actor, sp_warp); @@ -6619,7 +6619,7 @@ int MissileZrange(DSWActor* actor) auto tempshort = sp->cstat; RESET(sp->cstat, CSTAT_SPRITE_BLOCK); - FAFgetzrangepoint(sp->pos.X, sp->y, sp->z - 1, sp->sector(), + FAFgetzrangepoint(sp->pos.X, sp->pos.Y, sp->z - 1, sp->sector(), &globhiz, &globhihit, &globloz, &globlohit); sp->cstat = tempshort; @@ -6676,7 +6676,7 @@ Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, i auto tempshort = sp->cstat; RESET(sp->cstat, CSTAT_SPRITE_BLOCK); - FAFgetzrangepoint(sp->pos.X, sp->y, sp->z - 1, sp->sector(), + FAFgetzrangepoint(sp->pos.X, sp->pos.Y, sp->z - 1, sp->sector(), &globhiz, &globhihit, &globloz, &globlohit); sp->cstat = tempshort; @@ -6718,7 +6718,7 @@ Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, i { DSWActor* sp_warp; - if ((sp_warp = WarpPlane(&sp->pos.X, &sp->y, &sp->z, &dasect))) + if ((sp_warp = WarpPlane(&sp->pos.X, &sp->pos.Y, &sp->z, &dasect))) { MissileWarpUpdatePos(actor, dasect); MissileWarpType(actor, sp_warp); @@ -6726,7 +6726,7 @@ Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, i if (sp->sector() != lastsect) { - if ((sp_warp = Warp(&sp->pos.X, &sp->y, &sp->z, &dasect))) + if ((sp_warp = Warp(&sp->pos.X, &sp->pos.Y, &sp->z, &dasect))) { MissileWarpUpdatePos(actor, dasect); MissileWarpType(actor, sp_warp); @@ -6793,9 +6793,9 @@ Collision move_ground_missile(DSWActor* actor, int xchange, int ychange, int cei } sp->pos.X += xchange/2; - sp->y += ychange/2; + sp->pos.Y += ychange/2; - updatesector(sp->pos.X, sp->y, &dasect); + updatesector(sp->pos.X, sp->pos.Y, &dasect); if (dasect == nullptr) { @@ -6828,13 +6828,13 @@ Collision move_ground_missile(DSWActor* actor, int xchange, int ychange, int cei if ((dasect != sp->sector()) && (dasect != nullptr)) { int new_loz,new_hiz; - getzsofslopeptr(dasect, sp->pos.X, sp->y, &new_hiz, &new_loz); + getzsofslopeptr(dasect, sp->pos.X, sp->pos.Y, &new_hiz, &new_loz); sp->z = new_loz; ChangeActorSect(actor, dasect); } - getzsofslopeptr(sp->sector(), sp->pos.X, sp->y, &u->hiz, &u->loz); + getzsofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y, &u->hiz, &u->loz); u->hi_sectp = u->lo_sectp = sp->sector(); u->highActor = nullptr; u->lowActor = nullptr; @@ -6851,7 +6851,7 @@ Collision move_ground_missile(DSWActor* actor, int xchange, int ychange, int cei { DSWActor* sp_warp; - if ((sp_warp = WarpPlane(&sp->pos.X, &sp->y, &sp->z, &dasect))) + if ((sp_warp = WarpPlane(&sp->pos.X, &sp->pos.Y, &sp->z, &dasect))) { MissileWarpUpdatePos(actor, dasect); MissileWarpType(actor, sp_warp); @@ -6859,7 +6859,7 @@ Collision move_ground_missile(DSWActor* actor, int xchange, int ychange, int cei if (sp->sector() != lastsect) { - if ((sp_warp = Warp(&sp->pos.X, &sp->y, &sp->z, &dasect))) + if ((sp_warp = Warp(&sp->pos.X, &sp->pos.Y, &sp->z, &dasect))) { MissileWarpUpdatePos(actor, dasect); MissileWarpType(actor, sp_warp); diff --git a/source/games/sw/src/sumo.cpp b/source/games/sw/src/sumo.cpp index 2ae80359d..664a74159 100644 --- a/source/games/sw/src/sumo.cpp +++ b/source/games/sw/src/sumo.cpp @@ -838,7 +838,7 @@ void BossHealthMeter(void) sp = &BossSpriteNum[i]->s(); u = BossSpriteNum[i]->u(); - if (cansee(sp->pos.X, sp->y, SPRITEp_TOS(sp), sp->sector(), pp->posx, pp->posy, pp->posz - Z(40), pp->cursector)) + if (cansee(sp->pos.X, sp->pos.Y, SPRITEp_TOS(sp), sp->sector(), pp->posx, pp->posy, pp->posz - Z(40), pp->cursector)) { if (i == 0 && !bosswasseen[0]) { diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index d0a34d53e..edc9ef599 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -68,8 +68,8 @@ short TrackTowardPlayer(DSWActor* actor, TRACKp t, TRACK_POINTp start_point) end_point = t->TrackPoint; } - end_dist = Distance(end_point->x, end_point->y, sp->pos.X, sp->y); - start_dist = Distance(start_point->x, start_point->y, sp->pos.X, sp->y); + end_dist = Distance(end_point->x, end_point->y, sp->pos.X, sp->pos.Y); + start_dist = Distance(start_point->x, start_point->y, sp->pos.X, sp->pos.Y); if (end_dist < start_dist) { @@ -97,8 +97,8 @@ short TrackStartCloserThanEnd(DSWActor* actor, TRACKp t, TRACK_POINTp start_poin end_point = t->TrackPoint; } - end_dist = Distance(end_point->x, end_point->y, sp->pos.X, sp->y); - start_dist = Distance(start_point->x, start_point->y, sp->pos.X, sp->y); + end_dist = Distance(end_point->x, end_point->y, sp->pos.X, sp->pos.Y); + start_dist = Distance(start_point->x, start_point->y, sp->pos.X, sp->pos.Y); if (start_dist < end_dist) { @@ -204,7 +204,7 @@ short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int* tr { tp = t->TrackPoint + end_point[i]; - dist = Distance(tp->x, tp->y, sp->pos.X, sp->y); + dist = Distance(tp->x, tp->y, sp->pos.X, sp->pos.Y); if (dist < 15000 && dist < near_dist) { @@ -257,7 +257,7 @@ short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int* tr updatesector(near_tp->x, near_tp->y, &track_sect); // if can see the point, return the track number - if (track_sect && FAFcansee(sp->pos.X, sp->y, sp->z - Z(16), sp->sector(), near_tp->x, near_tp->y, track_sect->floorz - Z(32), track_sect)) + if (track_sect && FAFcansee(sp->pos.X, sp->pos.Y, sp->z - Z(16), sp->sector(), near_tp->x, near_tp->y, track_sect->floorz - Z(32), track_sect)) { return short(near_track - &Track[0]); } @@ -298,7 +298,7 @@ void TrackAddPoint(TRACKp t, TRACK_POINTp tp, DSWActor* actor) TRACK_POINTp tpoint = (tp + t->NumPoints); tpoint->x = sp->pos.X; - tpoint->y = sp->y; + tpoint->y = sp->pos.Y; tpoint->z = sp->z; tpoint->ang = sp->ang; tpoint->tag_low = sp->lotag; @@ -320,7 +320,7 @@ DSWActor* TrackClonePoint(DSWActor* actor) np->cstat = 0; np->extra = 0; np->pos.X = sp->pos.X; - np->y = sp->y; + np->pos.Y = sp->pos.Y; np->z = sp->z; np->ang = sp->ang; np->lotag = sp->lotag; @@ -372,14 +372,14 @@ void QuickJumpSetup(short stat, short lotag, short type) // add jump point nsp = &actor->s(); nsp->pos.X += MulScale(64, bcos(nsp->ang), 14); - nsp->y += MulScale(64, bsin(nsp->ang), 14); + nsp->pos.Y += MulScale(64, bsin(nsp->ang), 14); nsp->lotag = lotag; TrackAddPoint(t, tp, actor); // add end point nsp = &end_sprite->s(); nsp->pos.X += MulScale(2048, bcos(nsp->ang), 14); - nsp->y += MulScale(2048, bsin(nsp->ang), 14); + nsp->pos.Y += MulScale(2048, bsin(nsp->ang), 14); nsp->lotag = TRACK_END; nsp->hitag = 0; TrackAddPoint(t, tp, end_sprite); @@ -430,7 +430,7 @@ void QuickScanSetup(short stat, short lotag, short type) nsp->lotag = TRACK_START; nsp->hitag = 0; nsp->pos.X += MulScale(64, -bcos(nsp->ang), 14); - nsp->y += MulScale(64, -bsin(nsp->ang), 14); + nsp->pos.Y += MulScale(64, -bsin(nsp->ang), 14); TrackAddPoint(t, tp, start_sprite); // add jump point @@ -441,7 +441,7 @@ void QuickScanSetup(short stat, short lotag, short type) // add end point nsp = &end_sprite->s(); nsp->pos.X += MulScale(64, bcos(nsp->ang), 14); - nsp->y += MulScale(64, bsin(nsp->ang), 14); + nsp->pos.Y += MulScale(64, bsin(nsp->ang), 14); nsp->lotag = TRACK_END; nsp->hitag = 0; TrackAddPoint(t, tp, end_sprite); @@ -495,7 +495,7 @@ void QuickExitSetup(short stat, short type) // add end point nsp = &end_sprite->s(); nsp->pos.X += MulScale(1024, bcos(nsp->ang), 14); - nsp->y += MulScale(1024, bsin(nsp->ang), 14); + nsp->pos.Y += MulScale(1024, bsin(nsp->ang), 14); nsp->lotag = TRACK_END; nsp->hitag = 0; TrackAddPoint(t, tp, end_sprite); @@ -543,7 +543,7 @@ void QuickLadderSetup(short stat, short lotag, short type) nsp->lotag = TRACK_START; nsp->hitag = 0; nsp->pos.X += MOVEx(256,nsp->ang + 1024); - nsp->y += MOVEy(256,nsp->ang + 1024); + nsp->pos.Y += MOVEy(256,nsp->ang + 1024); TrackAddPoint(t, tp, start_sprite); // add climb point @@ -554,7 +554,7 @@ void QuickLadderSetup(short stat, short lotag, short type) // add end point nsp = &end_sprite->s(); nsp->pos.X += MOVEx(512,nsp->ang); - nsp->y += MOVEy(512,nsp->ang); + nsp->pos.Y += MOVEy(512,nsp->ang); nsp->lotag = TRACK_END; nsp->hitag = 0; TrackAddPoint(t, tp, end_sprite); @@ -614,7 +614,7 @@ void TrackSetup(void) it.Reset(STAT_TRACK + ndx); auto itActor = it.Next(); auto const sp = &itActor->s(); - Printf("WARNING: Did not find first point of Track Number %d, x %d, y %d\n", ndx, sp->pos.X, sp->y); + Printf("WARNING: Did not find first point of Track Number %d, x %d, y %d\n", ndx, sp->pos.X, sp->pos.Y); it.Reset(STAT_TRACK + ndx); while (auto actor = it.Next()) { @@ -639,7 +639,7 @@ void TrackSetup(void) it.Reset(STAT_TRACK + ndx); while (auto actor = it.Next()) { - dist = Distance((tp + t->NumPoints - 1)->x, (tp + t->NumPoints - 1)->y, actor->spr.pos.X, actor->spr.y); + dist = Distance((tp + t->NumPoints - 1)->x, (tp + t->NumPoints - 1)->y, actor->spr.pos.X, actor->spr.pos.Y); if (dist < low_dist) { @@ -726,7 +726,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop) auto BoundSprite = &BoundActor->s(); xlow = BoundSprite->pos.X; - ylow = BoundSprite->y; + ylow = BoundSprite->pos.Y; KillActor(BoundActor); @@ -738,7 +738,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop) BoundSprite = &BoundActor->s(); xhigh = BoundSprite->pos.X; - yhigh = BoundSprite->y; + yhigh = BoundSprite->pos.Y; KillActor(BoundActor); @@ -753,7 +753,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop) { auto BoundSprite = &BoundActor->s(); sop->xmid = BoundSprite->pos.X; - sop->ymid = BoundSprite->y; + sop->ymid = BoundSprite->pos.Y; sop->zmid = BoundSprite->z; KillActor(BoundActor); } @@ -865,7 +865,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop) SPRITEp sp = &itActor->s(); USERp u; - if (sp->pos.X > xlow && sp->pos.X < xhigh && sp->y > ylow && sp->y < yhigh) + if (sp->pos.X > xlow && sp->pos.X < xhigh && sp->pos.Y > ylow && sp->pos.Y < yhigh) { // some delete sprites ride others don't if (sp->statnum == STAT_DELETE_SPRITE) @@ -899,11 +899,11 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop) sop->clipdist = 0; sop->clipbox_dist[sop->clipbox_num] = sp->lotag; sop->clipbox_xoff[sop->clipbox_num] = sop->xmid - sp->pos.X; - sop->clipbox_yoff[sop->clipbox_num] = sop->ymid - sp->y; + sop->clipbox_yoff[sop->clipbox_num] = sop->ymid - sp->pos.Y; - sop->clipbox_vdist[sop->clipbox_num] = ksqrt(SQ(sop->xmid - sp->pos.X) + SQ(sop->ymid - sp->y)); + sop->clipbox_vdist[sop->clipbox_num] = ksqrt(SQ(sop->xmid - sp->pos.X) + SQ(sop->ymid - sp->pos.Y)); - ang2 = getangle(sp->pos.X - sop->xmid, sp->y - sop->ymid); + ang2 = getangle(sp->pos.X - sop->xmid, sp->pos.Y - sop->ymid); sop->clipbox_ang[sop->clipbox_num] = getincangle(ang2, sop->ang); sop->clipbox_num++; @@ -925,7 +925,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop) u->sx = sop->xmid - sp->pos.X; - u->sy = sop->ymid - sp->y; + u->sy = sop->ymid - sp->pos.Y; u->sz = sop->mid_sector->floorz - sp->z; SET(u->Flags, SPR_SO_ATTACHED); @@ -1547,7 +1547,7 @@ void PlaceActorsOnTracks(void) { tpoint = Track[u->track].TrackPoint; - dist = Distance((tpoint + j)->x, (tpoint + j)->y, sp->pos.X, sp->y); + dist = Distance((tpoint + j)->x, (tpoint + j)->y, sp->pos.X, sp->pos.Y); if (dist < low_dist) { @@ -1560,12 +1560,12 @@ void PlaceActorsOnTracks(void) if (Track[u->track].NumPoints == 0) { - Printf("WARNING: Sprite %d (%d, %d) placed on track %d with no points!\n", actor->GetIndex(), sp->pos.X, sp->y, u->track); + Printf("WARNING: Sprite %d (%d, %d) placed on track %d with no points!\n", actor->GetIndex(), sp->pos.X, sp->pos.Y, u->track); continue; } // check angle in the "forward" direction - sp->ang = getangle((tpoint + u->point)->x - sp->pos.X, (tpoint + u->point)->y - sp->y); + sp->ang = getangle((tpoint + u->point)->x - sp->pos.X, (tpoint + u->point)->y - sp->pos.Y); } } @@ -1668,7 +1668,7 @@ void MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny) // move child sprite along also sop->sp_child->spr.pos.X = sop->xmid; - sop->sp_child->spr.y = sop->ymid; + sop->sp_child->spr.pos.Y = sop->ymid; // setting floorz if need be @@ -1769,7 +1769,7 @@ PlayerPart: } sp->pos.X = sop->xmid - u->sx; - sp->y = sop->ymid - u->sy; + sp->pos.Y = sop->ymid - u->sy; // sprites z update if (TEST(sop->flags, SOBJ_SPRITE_OBJ)) @@ -2870,8 +2870,8 @@ void DoAutoTurretObject(SECTOR_OBJECTp sop) if (shootp->statnum == STAT_SO_SHOOT_POINT) { - if (!FAFcansee(shootp->pos.X, shootp->y, shootp->z-Z(4), shootp->sector(), - u->targetActor->spr.pos.X, u->targetActor->spr.y, ActorUpper(u->targetActor), u->targetActor->spr.sector())) + if (!FAFcansee(shootp->pos.X, shootp->pos.Y, shootp->z-Z(4), shootp->sector(), + u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, ActorUpper(u->targetActor), u->targetActor->spr.sector())) { return; } @@ -2908,7 +2908,7 @@ void DoAutoTurretObject(SECTOR_OBJECTp sop) } //sop->ang_tgt = getangle(sop->xmid - u->targetActor->spr.x, sop->ymid - u->targetActor->spr.y); - sop->ang_tgt = getangle(u->targetActor->spr.pos.X - sop->xmid, u->targetActor->spr.y - sop->ymid); + sop->ang_tgt = getangle(u->targetActor->spr.pos.X - sop->xmid, u->targetActor->spr.pos.Y - sop->ymid); // get delta to target angle delta_ang = getincangle(sop->ang, sop->ang_tgt); @@ -2951,7 +2951,7 @@ void DoActorHitTrackEndPoint(DSWActor* actor) if (u->track >= 0) { - sp->ang = NORM_ANGLE(getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->y)); + sp->ang = NORM_ANGLE(getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->pos.Y)); } else { @@ -2967,7 +2967,7 @@ void DoActorHitTrackEndPoint(DSWActor* actor) if (u->track >= 0) { - sp->ang = NORM_ANGLE(getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->y)); + sp->ang = NORM_ANGLE(getangle((Track[u->track].TrackPoint + u->point)->x - sp->pos.X, (Track[u->track].TrackPoint + u->point)->y - sp->pos.Y)); } else { @@ -3130,7 +3130,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor) { RESET(sp->cstat, CSTAT_SPRITE_BLOCK); - FAFhitscan(sp->pos.X, sp->y, sp->z - Z(24), sp->sector(), // Start position + FAFhitscan(sp->pos.X, sp->pos.Y, sp->z - Z(24), sp->sector(), // Start position bcos(sp->ang), // X vector of 3D ang bsin(sp->ang), // Y vector of 3D ang 0, // Z vector of 3D ang @@ -3233,7 +3233,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor) for (i = 0; i < (int)SIZ(z); i++) { - neartag({ sp->pos.X, sp->y, z[i] }, sp->sector(), sp->ang, near, 1024, NTAG_SEARCH_LO_HI); + neartag({ sp->pos.X, sp->pos.Y, z[i] }, sp->sector(), sp->ang, near, 1024, NTAG_SEARCH_LO_HI); if (near.actor() != nullptr && near.hitpos.X < 1024) { @@ -3444,7 +3444,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor) ny = MOVEy(100, lsp->ang); sp->pos.X = lsp->pos.X + nx; - sp->y = lsp->y + ny; + sp->pos.Y = lsp->pos.Y + ny; sp->ang = NORM_ANGLE(lsp->ang + 1024); @@ -3452,7 +3452,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor) // Get the z height to climb // - neartag({ sp->pos.X, sp->y, SPRITEp_TOS(sp) - DIV2(SPRITEp_SIZE_Z(sp)) }, sp->sector(), sp->ang, near, 600, NTAG_SEARCH_LO_HI); + neartag({ sp->pos.X, sp->pos.Y, SPRITEp_TOS(sp) - DIV2(SPRITEp_SIZE_Z(sp)) }, sp->sector(), sp->ang, near, 600, NTAG_SEARCH_LO_HI); if (near.hitWall == nullptr) { @@ -3542,7 +3542,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) { pp = &Player[pnum]; - if (Distance(sp->pos.X, sp->y, pp->posx, pp->posy) < u->Dist) + if (Distance(sp->pos.X, sp->pos.Y, pp->posx, pp->posy) < u->Dist) { u->targetActor = pp->Actor(); RESET(u->Flags, SPR_WAIT_FOR_PLAYER); @@ -3573,10 +3573,10 @@ int ActorFollowTrack(DSWActor* actor, short locktics) if (!(TEST(u->Flags, SPR_CLIMBING | SPR_DONT_UPDATE_ANG))) { - sp->ang = getangle(tpoint->x - sp->pos.X, tpoint->y - sp->y); + sp->ang = getangle(tpoint->x - sp->pos.X, tpoint->y - sp->pos.Y); } - if ((dist = Distance(sp->pos.X, sp->y, tpoint->x, tpoint->y)) < 200) // 64 + if ((dist = Distance(sp->pos.X, sp->pos.Y, tpoint->x, tpoint->y)) < 200) // 64 { if (!ActorTrackDecide(tpoint, actor)) return true; @@ -3588,7 +3588,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) if (!(TEST(u->Flags, SPR_CLIMBING | SPR_DONT_UPDATE_ANG))) { // calculate a new angle to the target - sp->ang = getangle(tpoint->x - sp->pos.X, tpoint->y - sp->y); + sp->ang = getangle(tpoint->x - sp->pos.X, tpoint->y - sp->pos.Y); } if (TEST(u->Flags, SPR_ZDIFF_MODE)) @@ -3601,7 +3601,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) dz = tpoint->z; // find the distance to the target (player) - dist = DIST(dx, dy, sp->pos.X, sp->y); + dist = DIST(dx, dy, sp->pos.X, sp->pos.Y); // (velocity * difference between the target and the object) / // distance @@ -3644,7 +3644,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) sp->zvel = 0; - sp->ang = getangle(tpoint->x - sp->pos.X, tpoint->y - sp->y); + sp->ang = getangle(tpoint->x - sp->pos.X, tpoint->y - sp->pos.Y); ActorLeaveTrack(actor); RESET(sp->cstat, CSTAT_SPRITE_YCENTER); diff --git a/source/games/sw/src/vis.cpp b/source/games/sw/src/vis.cpp index c9539cbee..cd113c174 100644 --- a/source/games/sw/src/vis.cpp +++ b/source/games/sw/src/vis.cpp @@ -104,14 +104,14 @@ void VisViewChange(PLAYERp pp, int *vis) if (own != nullptr) { x = own->spr.pos.X; - y = own->spr.y; + y = own->spr.pos.Y; z = own->spr.z; sectp = own->spr.sector(); } else { x = sp->pos.X; - y = sp->y; + y = sp->pos.Y; z = sp->z; sectp = sp->sector(); } @@ -160,7 +160,7 @@ void SpawnVis(DSWActor* parentActor, sectortype* sect, int x, int y, int z, int SET(pu->Flags2, SPR2_CHILDREN); sp->pos.X = psp->pos.X; - sp->y = psp->y; + sp->pos.Y = psp->pos.Y; sp->z = psp->z; SET(pu->Flags2, SPR2_VIS_SHADING); @@ -174,7 +174,7 @@ void SpawnVis(DSWActor* parentActor, sectortype* sect, int x, int y, int z, int sp = &actorNew->s(); sp->pos.X = x; - sp->y = y; + sp->pos.Y = y; sp->z = z - Z(20); } diff --git a/source/games/sw/src/wallmove.cpp b/source/games/sw/src/wallmove.cpp index 920cd4131..072621ada 100644 --- a/source/games/sw/src/wallmove.cpp +++ b/source/games/sw/src/wallmove.cpp @@ -104,7 +104,7 @@ int DoWallMove(DSWActor* actor) for(auto& wal : wall) { - if (wal.pos.X == sp->pos.X && wal.pos.Y == sp->y) + if (wal.pos.X == sp->pos.X && wal.pos.Y == sp->pos.Y) { found = true; @@ -119,7 +119,7 @@ int DoWallMove(DSWActor* actor) } else { - wal.move(sp->pos.X + nx, sp->y + ny); + wal.move(sp->pos.X + nx, sp->pos.Y + ny); } if (shade1) @@ -152,7 +152,7 @@ int DoWallMove(DSWActor* actor) else { sp->pos.X += nx; - sp->y += ny; + sp->pos.Y += ny; } } @@ -174,7 +174,7 @@ bool CanSeeWallMove(SPRITEp wp, short match) { found = true; - if (cansee(wp->pos.X, wp->y, wp->z, wp->sector(), sp->pos.X, sp->y, sp->z, sp->sector())) + if (cansee(wp->pos.X, wp->pos.Y, wp->z, wp->sector(), sp->pos.X, sp->pos.Y, sp->z, sp->sector())) { return true; } diff --git a/source/games/sw/src/warp.cpp b/source/games/sw/src/warp.cpp index 022571979..9a869d425 100644 --- a/source/games/sw/src/warp.cpp +++ b/source/games/sw/src/warp.cpp @@ -118,7 +118,7 @@ DSWActor* WarpToArea(DSWActor* sp_from, int32_t* x, int32_t* y, int32_t* z, sect int z_adj = 0; xoff = *x - sp->pos.X; - yoff = *y - sp->y; + yoff = *y - sp->pos.Y; zoff = *z - sp->z; match = sp->lotag; @@ -182,7 +182,7 @@ DSWActor* WarpToArea(DSWActor* sp_from, int32_t* x, int32_t* y, int32_t* z, sect // determine new x,y,z position *x = spi->pos.X + xoff; - *y = spi->y + yoff; + *y = spi->pos.Y + yoff; *z = spi->z + zoff; // make sure you warp outside of warp plane diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 2ca2aa8b7..db2e14622 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -3678,7 +3678,7 @@ AutoShrap: for (i = 0; i < p->num; i++) { auto actor = SpawnActor(STAT_SKIP4, p->id, p->state, parent->sector(), - parent->pos.X, parent->y, hz[p->zlevel], shrap_ang, 512); + parent->pos.X, parent->pos.Y, hz[p->zlevel], shrap_ang, 512); sp = &actor->s(); u = actor->u(); @@ -3861,7 +3861,7 @@ int DoFastShrapJumpFall(DSWActor* actor) SPRITEp sp = &actor->s(); sp->pos.X += u->xchange*2; - sp->y += u->ychange*2; + sp->pos.Y += u->ychange*2; sp->z += u->zchange*2; u->WaitTics -= MISSILEMOVETICS; @@ -3877,7 +3877,7 @@ int DoTracerShrap(DSWActor* actor) SPRITEp sp = &actor->s(); sp->pos.X += u->xchange; - sp->y += u->ychange; + sp->pos.Y += u->ychange; sp->z += u->zchange; u->WaitTics -= MISSILEMOVETICS; @@ -4056,7 +4056,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i p = HariKariBlood; hit_ang = sp->ang; hit_x = sp->pos.X; - hit_y = sp->y; + hit_y = sp->pos.Y; hit_z = SPRITEp_TOS(wp) + (SPRITEp_SIZE_Z(wp) >> 4); } else @@ -4064,7 +4064,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i p = ExtraBlood; hit_ang = NORM_ANGLE(wp->ang + 1024); hit_x = sp->pos.X; - hit_y = sp->y; + hit_y = sp->pos.Y; hit_z = SPRITEp_TOS(wp) + (SPRITEp_SIZE_Z(wp) >> 2); //ASSERT(wu->PlayerP); @@ -4074,7 +4074,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i p = ExtraBlood; hit_ang = NORM_ANGLE(wp->ang + 1024); hit_x = sp->pos.X; - hit_y = sp->y; + hit_y = sp->pos.Y; hit_z = SPRITEp_TOS(sp) + (SPRITEp_SIZE_Z(sp) >> 2); break; case BLADE1: @@ -4084,7 +4084,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i p = SmallBlood; hit_ang = NORM_ANGLE(ANG2SPRITE(sp, wp) + 1024); hit_x = sp->pos.X; - hit_y = sp->y; + hit_y = sp->pos.Y; hit_z = wp->z - DIV2(SPRITEp_SIZE_Z(wp)); break; case STAR1: @@ -4092,21 +4092,21 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i p = SomeBlood; hit_ang = NORM_ANGLE(wp->ang + 1024); hit_x = sp->pos.X; - hit_y = sp->y; + hit_y = sp->pos.Y; hit_z = wp->z; break; case PLASMA_FOUNTAIN: p = PlasmaFountainBlood; hit_ang = wp->ang; hit_x = sp->pos.X; - hit_y = sp->y; + hit_y = sp->pos.Y; hit_z = SPRITEp_TOS(sp) + (SPRITEp_SIZE_Z(sp) >> 2); break; default: p = SomeBlood; hit_ang = NORM_ANGLE(wp->ang + 1024); hit_x = sp->pos.X; - hit_y = sp->y; + hit_y = sp->pos.Y; hit_z = SPRITEp_TOS(wp) + (SPRITEp_SIZE_Z(wp) >> 2); break; } @@ -4471,7 +4471,7 @@ bool WeaponMoveHit(DSWActor* actor) if (wph->lotag == TAG_WALL_BREAK) { - HitBreakWall(wph, sp->pos.X, sp->y, sp->z, sp->ang, u->ID); + HitBreakWall(wph, sp->pos.X, sp->pos.Y, sp->z, sp->ang, u->ID); u->coll.setNone(); return true; } @@ -4552,7 +4552,7 @@ int DoFireballFlames(DSWActor* actor) ap = &u->attachActor->s(); sp->pos.X = ap->pos.X; - sp->y = ap->y; + sp->pos.Y = ap->pos.Y; sp->z = DIV2(SPRITEp_TOS(ap) + SPRITEp_BOS(ap)); @@ -5145,7 +5145,7 @@ int ActorHealth(DSWActor* actor, short amt) PlaySound(DIGI_NINJACHOKE, actor, v3df_follow); InitPlasmaFountain(nullptr, actor); InitBloodSpray(actor,false,105); - sp->ang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y) + 1024); + sp->ang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y) + 1024); RESET(sp->cstat, CSTAT_SPRITE_YFLIP); if (sw_ninjahack) NewStateGroup(actor, sg_NinjaHariKari); @@ -5388,7 +5388,7 @@ int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx) int damage_per_pixel, damage_force, damage_amt; - DISTANCE(wp->pos.X,wp->y,sp->pos.X,sp->y,dist,a,b,c); + DISTANCE(wp->pos.X,wp->pos.Y,sp->pos.X,sp->pos.Y,dist,a,b,c); // take off the box around the player or else you'll never get // the max_damage; @@ -5475,7 +5475,7 @@ int PlayerCheckDeath(PLAYERp pp, DSWActor* weapActor) // for death direction //u->slide_ang = wp->ang; - u->slide_ang = getangle(sp->pos.X - wp->pos.X, sp->y - wp->y); + u->slide_ang = getangle(sp->pos.X - wp->pos.X, sp->pos.Y - wp->pos.Y); // for death velocity u->slide_vel = u->LastDamage * 5; @@ -7160,7 +7160,7 @@ int DoDamageTest(DSWActor* actor) u = itActor->u(); - DISTANCE(sp->pos.X, sp->y, wp->pos.X, wp->y, dist, tx, ty, tmin); + DISTANCE(sp->pos.X, sp->pos.Y, wp->pos.X, wp->pos.Y, dist, tx, ty, tmin); if ((unsigned)dist > wu->Radius + u->Radius) continue; @@ -7174,7 +7174,7 @@ int DoDamageTest(DSWActor* actor) // For speed's sake, try limiting check only to radius weapons! if (wu->Radius > 200) { - if (!FAFcansee(sp->pos.X,sp->y, SPRITEp_UPPER(sp), sp->sector(),wp->pos.X,wp->y,wp->z,wp->sector())) + if (!FAFcansee(sp->pos.X,sp->pos.Y, SPRITEp_UPPER(sp), sp->sector(),wp->pos.X,wp->pos.Y,wp->z,wp->sector())) continue; } @@ -7239,7 +7239,7 @@ int DoFlamesDamageTest(DSWActor* actor) continue; } - DISTANCE(sp->pos.X, sp->y, wp->pos.X, wp->y, dist, tx, ty, tmin); + DISTANCE(sp->pos.X, sp->pos.Y, wp->pos.X, wp->pos.Y, dist, tx, ty, tmin); if ((unsigned)dist > wu->Radius + u->Radius) continue; @@ -7255,7 +7255,7 @@ int DoFlamesDamageTest(DSWActor* actor) if (wu->Radius > 200) // Note: No weaps have bigger radius than 200 cept explosion stuff { - if (FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),wp->pos.X,wp->y,SPRITEp_MID(wp),wp->sector())) + if (FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),wp->pos.X,wp->pos.Y,SPRITEp_MID(wp),wp->sector())) { DoDamage(itActor, actor); } @@ -7384,7 +7384,7 @@ int DoExpDamageTest(DSWActor* actor) sp = &itActor->s(); u = itActor->u(); - DISTANCE(sp->pos.X, sp->y, wp->pos.X, wp->y, dist, tx, ty, tmin); + DISTANCE(sp->pos.X, sp->pos.Y, wp->pos.X, wp->pos.Y, dist, tx, ty, tmin); if ((unsigned)dist > wu->Radius + u->Radius) continue; @@ -7398,7 +7398,7 @@ int DoExpDamageTest(DSWActor* actor) } else { - if ((unsigned)FindDistance3D(sp->pos.X - wp->pos.X, sp->y - wp->y, sp->z - wp->z) > wu->Radius + u->Radius) + if ((unsigned)FindDistance3D(sp->pos.X - wp->pos.X, sp->pos.Y - wp->pos.Y, sp->z - wp->z) > wu->Radius + u->Radius) continue; // added hitscan block because mines no long clip against actors/players @@ -7407,8 +7407,8 @@ int DoExpDamageTest(DSWActor* actor) // Second parameter MUST have blocking bits set or cansee won't work // added second check for FAF water - hitscans were hitting ceiling - if (!FAFcansee(wp->pos.X, wp->y, wp->z, wp->sector(), sp->pos.X, sp->y, SPRITEp_UPPER(sp), sp->sector()) && - !FAFcansee(wp->pos.X, wp->y, wp->z, wp->sector(), sp->pos.X, sp->y, SPRITEp_LOWER(sp), sp->sector())) + if (!FAFcansee(wp->pos.X, wp->pos.Y, wp->z, wp->sector(), sp->pos.X, sp->pos.Y, SPRITEp_UPPER(sp), sp->sector()) && + !FAFcansee(wp->pos.X, wp->pos.Y, wp->z, wp->sector(), sp->pos.X, sp->pos.Y, SPRITEp_LOWER(sp), sp->sector())) continue; DoDamage(itActor, actor); @@ -7419,7 +7419,7 @@ int DoExpDamageTest(DSWActor* actor) if (wu->ID == MUSHROOM_CLOUD) return 0; // Central Nuke doesn't break stuff // Only secondaries do that - TraverseBreakableWalls(wp->sector(), wp->pos.X, wp->y, wp->z, wp->ang, wu->Radius); + TraverseBreakableWalls(wp->sector(), wp->pos.X, wp->pos.Y, wp->z, wp->ang, wu->Radius); break_count = 0; max_stat = SIZ(StatBreakList); @@ -7432,15 +7432,15 @@ int DoExpDamageTest(DSWActor* actor) sp = &itActor->s(); u = itActor->u(); - DISTANCE(sp->pos.X, sp->y, wp->pos.X, wp->y, dist, tx, ty, tmin); + DISTANCE(sp->pos.X, sp->pos.Y, wp->pos.X, wp->pos.Y, dist, tx, ty, tmin); if ((unsigned)dist > wu->Radius) continue; - dist = FindDistance3D(sp->pos.X - wp->pos.X, sp->y - wp->y, SPRITEp_MID(sp) - wp->z); + dist = FindDistance3D(sp->pos.X - wp->pos.X, sp->pos.Y - wp->pos.Y, SPRITEp_MID(sp) - wp->z); if ((unsigned)dist > wu->Radius) continue; - if (!FAFcansee(sp->pos.X, sp->y, SPRITEp_MID(sp), sp->sector(), wp->pos.X, wp->y, wp->z, wp->sector())) + if (!FAFcansee(sp->pos.X, sp->pos.Y, SPRITEp_MID(sp), sp->sector(), wp->pos.X, wp->pos.Y, wp->z, wp->sector())) continue; if (TEST(sp->extra, SPRX_BREAKABLE)) @@ -7462,7 +7462,7 @@ int DoExpDamageTest(DSWActor* actor) { sp = &itActor->s(); - DISTANCE(sp->pos.X, sp->y, wp->pos.X, wp->y, dist, tx, ty, tmin); + DISTANCE(sp->pos.X, sp->pos.Y, wp->pos.X, wp->pos.Y, dist, tx, ty, tmin); if ((unsigned)dist > wu->Radius/4) continue; @@ -7517,7 +7517,7 @@ int DoMineExpMine(DSWActor* actor) sp = &itActor->s(); u = itActor->u(); - DISTANCE(sp->pos.X, sp->y, wp->pos.X, wp->y, dist, tx, ty, tmin); + DISTANCE(sp->pos.X, sp->pos.Y, wp->pos.X, wp->pos.Y, dist, tx, ty, tmin); if ((unsigned)dist > wu->Radius + u->Radius) continue; @@ -7607,7 +7607,7 @@ int DoStar(DSWActor* actor) if (wph->lotag == TAG_WALL_BREAK) { - HitBreakWall(wph, sp->pos.X, sp->y, sp->z, sp->ang, u->ID); + HitBreakWall(wph, sp->pos.X, sp->pos.Y, sp->z, sp->ang, u->ID); u->coll.setNone(); break; } @@ -7866,7 +7866,7 @@ int MissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*, int1 hp = &u->WpnGoalActor->s(); // move to correct angle - ang2tgt = getangle(hp->pos.X - sp->pos.X, hp->y - sp->y); + ang2tgt = getangle(hp->pos.X - sp->pos.X, hp->pos.Y - sp->pos.Y); delta_ang = getincangle(ang2tgt, sp->ang); @@ -7939,7 +7939,7 @@ int ComboMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*, hp = &u->WpnGoalActor->s(); // move to correct angle - ang2tgt = getangle(hp->pos.X - sp->pos.X, hp->y - sp->y); + ang2tgt = getangle(hp->pos.X - sp->pos.X, hp->pos.Y - sp->pos.Y); delta_ang = getincangle(ang2tgt, sp->ang); @@ -7958,7 +7958,7 @@ int ComboMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*, zh = SPRITEp_TOS(hp) + (SPRITEp_SIZE_Z(hp) >> 2); - dist = ksqrt(SQ(sp->pos.X - hp->pos.X) + SQ(sp->y - hp->y) + (SQ(sp->z - zh)>>8)); + dist = ksqrt(SQ(sp->pos.X - hp->pos.X) + SQ(sp->pos.Y - hp->pos.Y) + (SQ(sp->z - zh)>>8)); oz = u->zchange; @@ -8038,14 +8038,14 @@ int VectorMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t turn_speed, i zh = SPRITEp_TOS(hp) + (SPRITEp_SIZE_Z(hp) >> 2); - dist = ksqrt(SQ(sp->pos.X - hp->pos.X) + SQ(sp->y - hp->y) + (SQ(sp->z - zh)>>8)); + dist = ksqrt(SQ(sp->pos.X - hp->pos.X) + SQ(sp->pos.Y - hp->pos.Y) + (SQ(sp->z - zh)>>8)); ox = u->xchange; oy = u->ychange; oz = u->zchange; u->xchange = Scale(sp->xvel, hp->pos.X - sp->pos.X, dist); - u->ychange = Scale(sp->xvel, hp->y - sp->y, dist); + u->ychange = Scale(sp->xvel, hp->pos.Y - sp->pos.Y, dist); u->zchange = Scale(sp->xvel, zh - sp->z, dist); // the large turn_speed is the slower the turn @@ -8103,14 +8103,14 @@ int VectorWormSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range1, in zh = SPRITEp_TOS(hp) + (SPRITEp_SIZE_Z(hp) >> 2); - dist = ksqrt(SQ(sp->pos.X - hp->pos.X) + SQ(sp->y - hp->y) + (SQ(sp->z - zh)>>8)); + dist = ksqrt(SQ(sp->pos.X - hp->pos.X) + SQ(sp->pos.Y - hp->pos.Y) + (SQ(sp->z - zh)>>8)); ox = u->xchange; oy = u->ychange; oz = u->zchange; u->xchange = Scale(sp->xvel, hp->pos.X - sp->pos.X, dist); - u->ychange = Scale(sp->xvel, hp->y - sp->y, dist); + u->ychange = Scale(sp->xvel, hp->pos.Y - sp->pos.Y, dist); u->zchange = Scale(sp->xvel, zh - sp->z, dist); u->xchange = (u->xchange + ox*7)/8; @@ -8151,7 +8151,7 @@ int InitPlasmaFountain(DSWActor* wActor, DSWActor* sActor) USERp nu; auto actorNew = SpawnActor(STAT_MISSILE, PLASMA_FOUNTAIN, s_PlasmaFountain, sp->sector(), - sp->pos.X, sp->y, SPRITEp_BOS(sp), sp->ang, 0); + sp->pos.X, sp->pos.Y, SPRITEp_BOS(sp), sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -8225,7 +8225,7 @@ int DoPlasma(DSWActor* actor) int ox,oy,oz; ox = sp->pos.X; - oy = sp->y; + oy = sp->pos.Y; oz = sp->z; DoBlurExtend(actor, 0, 4); @@ -8252,7 +8252,7 @@ int DoPlasma(DSWActor* actor) if (hu && hitActor != u->WpnGoalActor) { sp->pos.X = ox; - sp->y = oy; + sp->pos.Y = oy; sp->z = oz; RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -8383,7 +8383,7 @@ bool SlopeBounce(DSWActor* actor, bool *hit_wall) auto hit_sector = u->coll.hitSector; - getzsofslopeptr(hit_sector, sp->pos.X, sp->y, &hiz, &loz); + getzsofslopeptr(hit_sector, sp->pos.X, sp->pos.Y, &hiz, &loz); // detect the ceiling and the hit_wall if (sp->z < DIV2(hiz+loz)) @@ -8526,7 +8526,7 @@ int DoGrenade(DSWActor* actor) if (wph->lotag == TAG_WALL_BREAK) { - HitBreakWall(wph, sp->pos.X, sp->y, sp->z, sp->ang, u->ID); + HitBreakWall(wph, sp->pos.X, sp->pos.Y, sp->z, sp->ang, u->ID); u->coll.setNone(); break; } @@ -8653,7 +8653,7 @@ int DoGrenade(DSWActor* actor) USERp nu; auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 100); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 100); np = &actorNew->s(); nu = actorNew->u(); @@ -8739,7 +8739,7 @@ int DoVulcanBoulder(DSWActor* actor) if (wph->lotag == TAG_WALL_BREAK) { - HitBreakWall(wph, sp->pos.X, sp->y, sp->z, sp->ang, u->ID); + HitBreakWall(wph, sp->pos.X, sp->pos.Y, sp->z, sp->ang, u->ID); u->coll.setNone(); break; } @@ -8851,7 +8851,7 @@ int DoMineRangeTest(DSWActor* actor, int range) sp = &itActor->s(); u = itActor->u(); - DISTANCE(sp->pos.X, sp->y, wp->pos.X, wp->y, dist, tx, ty, tmin); + DISTANCE(sp->pos.X, sp->pos.Y, wp->pos.X, wp->pos.Y, dist, tx, ty, tmin); if (dist > range) continue; @@ -8867,11 +8867,11 @@ int DoMineRangeTest(DSWActor* actor, int range) if (u->ID == GIRLNINJA_RUN_R0 && !ownerisplayer) continue; - dist = FindDistance3D(wp->pos.X - sp->pos.X, wp->y - sp->y, wp->z - sp->z); + dist = FindDistance3D(wp->pos.X - sp->pos.X, wp->pos.Y - sp->pos.Y, wp->z - sp->z); if (dist > range) continue; - if (!FAFcansee(sp->pos.X,sp->y,SPRITEp_UPPER(sp),sp->sector(),wp->pos.X,wp->y,wp->z,wp->sector())) + if (!FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_UPPER(sp),sp->sector(),wp->pos.X,wp->pos.Y,wp->z,wp->sector())) continue; return true; @@ -8904,7 +8904,7 @@ int DoMineStuck(DSWActor* actor) u->WaitTics = SEC(1)/2; } - vec3_t pos = { ap->pos.X, ap->y, ap->z - u->sz }; + vec3_t pos = { ap->pos.X, ap->pos.Y, ap->z - u->sz }; SetActorZ(actor, &pos); sp->z = ap->z - DIV2(SPRITEp_SIZE_Z(ap)); } @@ -9165,7 +9165,7 @@ int DoMine(DSWActor* actor) if (hit_wall->lotag == TAG_WALL_BREAK) { - HitBreakWall(hit_wall, sp->pos.X, sp->y, sp->z, sp->ang, u->ID); + HitBreakWall(hit_wall, sp->pos.X, sp->pos.Y, sp->z, sp->ang, u->ID); u->coll.setNone(); break; } @@ -9224,7 +9224,7 @@ int DoPuff(DSWActor* actor) SPRITEp sp = &actor->s(); sp->pos.X += u->xchange; - sp->y += u->ychange; + sp->pos.Y += u->ychange; sp->z += u->zchange; return 0; @@ -9349,7 +9349,7 @@ int DoEMPBurst(DSWActor* actor) if (attachActor != nullptr) { SPRITEp ap = &attachActor->s(); - vec3_t pos = { ap->pos.X, ap->y, ap->z - u->sz }; + vec3_t pos = { ap->pos.X, ap->pos.Y, ap->z - u->sz }; SetActorZ(actor, &pos); sp->ang = NORM_ANGLE(ap->ang+1024); } @@ -9465,7 +9465,7 @@ int DoLaser(DSWActor* actor) if (spawn_count < 256) { auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_LaserPuff, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -9561,7 +9561,7 @@ int DoRail(DSWActor* actor) if (spawn_count < 128) { auto actorNew = SpawnActor(STAT_MISSILE, PUFF, &s_RailPuff[0][0], sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 20); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 20); np = &actorNew->s(); nu = actorNew->u(); @@ -9625,7 +9625,7 @@ int DoRocket(DSWActor* actor) if ((u->FlagOwner -= ACTORMOVETICS)<=0 && u->spal == 20) { - DISTANCE(sp->pos.X, sp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y, dist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c); u->FlagOwner = dist>>6; // Special warn sound attached to each seeker spawned PlaySound(DIGI_MINEBEEP, actor, v3df_follow); @@ -9729,7 +9729,7 @@ int SpawnExtraMicroMini(DSWActor* actor) USERp wu; auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Micro[0][0], sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, sp->xvel); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, sp->xvel); wp = &actorNew->s(); wu = actorNew->u(); @@ -9778,7 +9778,7 @@ int DoMicro(DSWActor* actor) USERp nu; auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 100); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 100); np = &actorNew->s(); nu = actorNew->u(); @@ -9845,9 +9845,9 @@ int DoUziBullet(DSWActor* actor) daz = sp->zvel >> 1; sx = sp->pos.X; - sy = sp->y; + sy = sp->pos.Y; u->coll = move_missile(actor, dax, day, daz, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); - u->Dist += Distance(sx, sy, sp->pos.X, sp->y); + u->Dist += Distance(sx, sy, sp->pos.X, sp->pos.Y); MissileHitDiveArea(actor); @@ -9860,7 +9860,7 @@ int DoUziBullet(DSWActor* actor) WeaponMoveHit(actor); - auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, sp->sector(), sp->pos.X, sp->y, sp->z, sp->ang, 0); + auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, sp->sector(), sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); wp = &actorNew->s(); wp->shade = -40; wp->xrepeat = UZI_SMOKE_REPEAT; @@ -9872,7 +9872,7 @@ int DoUziBullet(DSWActor* actor) if (!TEST(u->Flags, SPR_UNDERWATER)) { - actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, wp->sector(), wp->pos.X, wp->y, wp->z, 0, 0); + actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, wp->sector(), wp->pos.X, wp->pos.Y, wp->z, 0, 0); wp = &actorNew->s(); wp->shade = -40; wp->xrepeat = UZI_SPARK_REPEAT; @@ -10059,7 +10059,7 @@ int SpawnCoolieExp(DSWActor* actor) zh = sp->z - SPRITEp_SIZE_Z(sp) + (SPRITEp_SIZE_Z(sp) >> 2); nx = sp->pos.X + MOVEx(64, sp->ang+1024); - ny = sp->y + MOVEy(64, sp->ang+1024); + ny = sp->pos.Y + MOVEy(64, sp->ang+1024); PlaySound(DIGI_COOLIEEXPLODE, actor, v3df_none); @@ -10139,7 +10139,7 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor) } auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); auto np = &actorNew->s(); auto nu = actorNew->u(); @@ -10207,7 +10207,7 @@ int SpawnBreakFlames(DSWActor* actor) SPRITEp np; USERp nu; - auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES+1, s_BreakFlames, sp->sector(), sp->pos.X, sp->y, sp->z, sp->ang, 0); + auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES+1, s_BreakFlames, sp->sector(), sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -10246,7 +10246,7 @@ void SpawnBreakStaticFlames(DSWActor* actor) USERp nu; auto actorNew = SpawnActor(STAT_STATIC_FIRE, FIREBALL_FLAMES, nullptr, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -10266,7 +10266,7 @@ void SpawnBreakStaticFlames(DSWActor* actor) nu->Radius = 200; nu->floor_dist = nu->ceiling_dist = 0; - np->z = getflorzofslopeptr(np->sector(), np->pos.X, np->y); + np->z = getflorzofslopeptr(np->sector(), np->pos.X, np->pos.Y); PlaySound(DIGI_FIRE1,actorNew,v3df_dontpan|v3df_doppler); } @@ -10287,7 +10287,7 @@ void SpawnFireballExp(DSWActor* actor) PlaySound(DIGI_SMALLEXP, actor, v3df_none); auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_EXP, s_FireballExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &actorNew->s(); eu = actorNew->u(); @@ -10327,7 +10327,7 @@ void SpawnGoroFireballExp(DSWActor* actor) PlaySound(DIGI_MEDIUMEXP, actor, v3df_none); auto actorNew = SpawnActor(STAT_MISSILE, 0, s_FireballExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &actorNew->s(); eu = actorNew->u(); @@ -10363,7 +10363,7 @@ void SpawnBoltExp(DSWActor* actor) PlaySound(DIGI_BOLTEXPLODE, actor, v3df_none); auto expActor = SpawnActor(STAT_MISSILE, BOLT_EXP, s_BoltExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &expActor->s(); eu = expActor->u(); @@ -10383,7 +10383,7 @@ void SpawnBoltExp(DSWActor* actor) DoExpDamageTest(expActor); SetExpQuake(actor); // !JIM! made rocket launcher shake things - SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->y, exp->z, 16); + SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->pos.Y, exp->z, 16); } int SpawnBunnyExp(DSWActor* actor) @@ -10422,7 +10422,7 @@ void SpawnTankShellExp(DSWActor* actor) PlaySound(DIGI_BOLTEXPLODE, actor, v3df_none); auto expActor = SpawnActor(STAT_MISSILE, TANK_SHELL_EXP, s_TankShellExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &expActor->s(); eu = expActor->u(); @@ -10439,7 +10439,7 @@ void SpawnTankShellExp(DSWActor* actor) SpawnExpZadjust(actor, expActor, Z(40), Z(40)); DoExpDamageTest(expActor); - SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->y, exp->z, 16); + SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->pos.Y, exp->z, 16); } @@ -10453,7 +10453,7 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang) ASSERT(u); auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 512); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 512); exp = &expActor->s(); eu = expActor->u(); @@ -10476,7 +10476,7 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang) eu->coll = move_missile(expActor, eu->xchange, eu->ychange, 0, eu->ceiling_dist, eu->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); - if (FindDistance3D(exp->pos.X - sp->pos.X, exp->y - sp->y, exp->z - sp->z) < 1024) + if (FindDistance3D(exp->pos.X - sp->pos.X, exp->pos.Y - sp->pos.Y, exp->z - sp->z) < 1024) { KillActor(expActor); return; @@ -10518,7 +10518,7 @@ void SpawnNuclearExp(DSWActor* actor) // Spawn big mushroom cloud auto expActor = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_NukeMushroom, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &expActor->s(); eu = expActor->u(); @@ -10537,7 +10537,7 @@ void SpawnNuclearExp(DSWActor* actor) // Do central explosion expActor = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_GrenadeExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &expActor->s(); eu = expActor->u(); @@ -10586,10 +10586,10 @@ void SpawnTracerExp(DSWActor* actor) if (u->ID == BOLT_THINMAN_R1) expActor = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, s_TracerExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); else expActor = SpawnActor(STAT_MISSILE, TRACER_EXP, s_TracerExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &expActor->s(); eu = expActor->u(); @@ -10626,7 +10626,7 @@ void SpawnMicroExp(DSWActor* actor) return ; auto expActor = SpawnActor(STAT_MISSILE, MICRO_EXP, s_MicroExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &expActor->s(); eu = expActor->u(); @@ -10649,7 +10649,7 @@ void SpawnMicroExp(DSWActor* actor) // SpawnExpZadjust(actor, expActor, Z(20), Z(20)); - SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->y, exp->z, 16); + SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->pos.Y, exp->z, 16); } void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop) @@ -10678,7 +10678,7 @@ void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop) SET(u->Flags, SPR_ON_SO_SECTOR|SPR_SO_ATTACHED); u->sx = sop->xmid - sp->pos.X; - u->sy = sop->ymid - sp->y; + u->sy = sop->ymid - sp->pos.Y; u->sz = sop->mid_sector->floorz - sp->z; u->sang = sp->ang; @@ -10696,7 +10696,7 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop, u = actor->u(); auto expActor = SpawnActor(STAT_MISSILE, MICRO_EXP, s_BigGunFlame, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &expActor->s(); eu = expActor->u(); @@ -10763,7 +10763,7 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang) ASSERT(u); auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeSmallExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 1024); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 1024); exp = &expActor->s(); eu = expActor->u(); @@ -10786,7 +10786,7 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang) eu->coll = move_missile(expActor, eu->xchange, eu->ychange, 0, eu->ceiling_dist, eu->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); - if (FindDistance3D(exp->pos.X - sp->pos.X, exp->y - sp->y, exp->z - sp->z) < 1024) + if (FindDistance3D(exp->pos.X - sp->pos.X, exp->pos.Y - sp->pos.Y, exp->z - sp->z) < 1024) { KillActor(expActor); return; @@ -10827,7 +10827,7 @@ void SpawnGrenadeExp(DSWActor* actor) } dx = sp->pos.X; - dy = sp->y; + dy = sp->pos.Y; dz = sp->z; if (u->ID == ZILLA_RUN_R0) @@ -10863,7 +10863,7 @@ void SpawnGrenadeExp(DSWActor* actor) DoExpDamageTest(expActor); SetExpQuake(expActor); - SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->y, exp->z, 0); + SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->pos.Y, exp->z, 0); } void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int lower_zsize) @@ -10894,7 +10894,7 @@ void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int l { int cz,fz; - getzsofslopeptr(exp->sector(), exp->pos.X, exp->y, &cz, &fz); + getzsofslopeptr(exp->sector(), exp->pos.X, exp->pos.Y, &cz, &fz); tos_z = exp->z - upper_zsize; bos_z = exp->z + lower_zsize; @@ -10929,7 +10929,7 @@ void SpawnMineExp(DSWActor* actor) PlaySound(DIGI_MINEBLOW, actor, v3df_none); auto expActor = SpawnActor(STAT_MISSILE, MINE_EXP, s_MineExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &expActor->s(); eu = expActor->u(); @@ -10948,7 +10948,7 @@ void SpawnMineExp(DSWActor* actor) // SpawnExpZadjust(actor, expActor, Z(100), Z(20)); - SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->y, exp->z, 16); + SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->pos.Y, exp->z, 16); SetExpQuake(expActor); } @@ -10966,7 +10966,7 @@ int DoSectorExp(DSWActor* actor) SPRITEp sp = &actor->s(); sp->pos.X += u->xchange; - sp->y += u->ychange; + sp->pos.Y += u->ychange; return 0; } @@ -10986,7 +10986,7 @@ DSWActor* SpawnSectorExp(DSWActor* actor) PlaySound(DIGI_30MMEXPLODE, actor, v3df_none); auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &expActor->s(); eu = expActor->u(); @@ -11001,7 +11001,7 @@ DSWActor* SpawnSectorExp(DSWActor* actor) DoExpDamageTest(expActor); SetExpQuake(expActor); - SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->y, exp->z, 16); + SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->pos.Y, exp->z, 16); return expActor; } @@ -11016,7 +11016,7 @@ DSWActor* SpawnLargeExp(DSWActor* actor) PlaySound(DIGI_30MMEXPLODE, actor, v3df_none); auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &expActor->s(); eu = expActor->u(); @@ -11034,7 +11034,7 @@ DSWActor* SpawnLargeExp(DSWActor* actor) // Should not cause other sectors to explode DoExpDamageTest(expActor); SetExpQuake(expActor); - SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->y, exp->z, 16); + SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->pos.Y, exp->z, 16); return expActor; } @@ -11054,13 +11054,13 @@ void SpawnMeteorExp(DSWActor* actor) if (u->spal == 25) // Serp ball { expActor = SpawnActor(STAT_MISSILE, METEOR_EXP, s_TeleportEffect2, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); } else { PlaySound(DIGI_MEDIUMEXP, actor, v3df_none); expActor = SpawnActor(STAT_MISSILE, METEOR_EXP, s_MeteorExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); } exp = &expActor->s(); @@ -11095,7 +11095,7 @@ void SpawnLittleExp(DSWActor* actor) PlaySound(DIGI_HEADSHOTHIT, actor, v3df_none); auto expActor = SpawnActor(STAT_MISSILE, BOLT_EXP, s_SectorExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &expActor->s(); eu = expActor->u(); @@ -11107,7 +11107,7 @@ void SpawnLittleExp(DSWActor* actor) RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); eu->Radius = DamageData[DMG_BASIC_EXP].radius; DoExpDamageTest(expActor); - SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->y, exp->z, 16); + SpawnVis(nullptr, exp->sector(), exp->pos.X, exp->pos.Y, exp->z, 16); } int DoFireball(DSWActor* actor) @@ -11239,7 +11239,7 @@ int DoFindGroundPoint(DSWActor* actor) auto save_cstat = sp->cstat; RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); - FAFgetzrangepoint(sp->pos.X, sp->y, sp->z, sp->sector(), &u->hiz, &ceilhit, &u->loz, &florhit); + FAFgetzrangepoint(sp->pos.X, sp->pos.Y, sp->z, sp->sector(), &u->hiz, &ceilhit, &u->loz, &florhit); sp->cstat = save_cstat; switch (florhit.type) @@ -11304,7 +11304,7 @@ int DoNapalm(DSWActor* actor) } ox = sp->pos.X; - oy = sp->y; + oy = sp->pos.Y; oz = sp->z; u->coll = move_missile(actor, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); @@ -11326,7 +11326,7 @@ int DoNapalm(DSWActor* actor) auto hcstat = hsp->cstat; sp->pos.X = ox; - sp->y = oy; + sp->pos.Y = oy; sp->z = oz; RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -11347,7 +11347,7 @@ int DoNapalm(DSWActor* actor) PlaySound(DIGI_NAPPUFF, actor, v3df_none); auto expActor = SpawnActor(STAT_MISSILE, NAP_EXP, s_NapExp, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); exp = &expActor->s(); eu = expActor->u(); @@ -11451,14 +11451,14 @@ int DoBloodWorm(DSWActor* actor) yvect = bsin(ang); bx = sp->pos.X; - by = sp->y; + by = sp->pos.Y; amt = RANDOM_P2(2048) - 1024; sp->pos.X += MulScale(amt,xvect, 15); - sp->y += MulScale(amt,yvect, 15); + sp->pos.Y += MulScale(amt,yvect, 15); auto sect = sp->sector(); - updatesectorz(sp->pos.X, sp->y, sp->z, §); + updatesectorz(sp->pos.X, sp->pos.Y, sp->z, §); if (sect) { GlobalSkipZrange = true; @@ -11467,7 +11467,7 @@ int DoBloodWorm(DSWActor* actor) } sp->pos.X = bx; - sp->y = by; + sp->pos.Y = by; return false; } @@ -11485,7 +11485,7 @@ int DoSerpMeteor(DSWActor* actor) int ox, oy, oz; ox = sp->pos.X; - oy = sp->y; + oy = sp->pos.Y; oz = sp->z; sp->xrepeat += MISSILEMOVETICS * 2; @@ -11508,7 +11508,7 @@ int DoSerpMeteor(DSWActor* actor) auto hcstat = hsp->cstat; sp->pos.X = ox; - sp->y = oy; + sp->pos.Y = oy; sp->z = oz; RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -11583,7 +11583,7 @@ int DoMirv(DSWActor* actor) for (i = 0; i < 2; i++) { auto actorNew = SpawnActor(STAT_MISSILE, MIRV_METEOR, &sg_MirvMeteor[0][0], sp->sector(), - sp->pos.X, sp->y, sp->z, NORM_ANGLE(sp->ang + angs[i]), 800); + sp->pos.X, sp->pos.Y, sp->z, NORM_ANGLE(sp->ang + angs[i]), 800); np = &actorNew->s(); nu = actorNew->u(); @@ -11741,7 +11741,7 @@ int DoRing(DSWActor* actor) // move the center with the player sp->pos.X = so->pos.X; - sp->y = so->y; + sp->pos.Y = so->pos.Y; if (pp) sp->z = pp->posz + Z(20); else @@ -11775,7 +11775,7 @@ int DoRing(DSWActor* actor) // put it out there sp->pos.X += MulScale(u->Dist, bcos(sp->ang), 14); - sp->y += MulScale(u->Dist, bsin(sp->ang), 14); + sp->pos.Y += MulScale(u->Dist, bsin(sp->ang), 14); if (pp) sp->z += (u->Dist * (-pp->horizon.horiz.asq16() >> 9)) >> 9; @@ -11783,7 +11783,7 @@ int DoRing(DSWActor* actor) ASSERT(sp->insector()); - getzsofslopeptr(sp->sector(), sp->pos.X, sp->y, &cz, &fz); + getzsofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y, &cz, &fz); // bound the sprite by the sectors ceiling and floor if (sp->z > fz) @@ -11855,7 +11855,7 @@ void InitSpellRing(PLAYERp pp) // put it out there sp->pos.X += MulScale(u->Dist, bcos(sp->ang), 14); - sp->y += MulScale(u->Dist, bsin(sp->ang), 14); + sp->pos.Y += MulScale(u->Dist, bsin(sp->ang), 14); sp->z = pp->posz + Z(20) + ((u->Dist * (-pp->horizon.horiz.asq16() >> 9)) >> 9); sp->ang = NORM_ANGLE(sp->ang + 512); @@ -11890,7 +11890,7 @@ int DoSerpRing(DSWActor* actor) // move the center with the player sp->pos.X = osp->pos.X; - sp->y = osp->y; + sp->pos.Y = osp->pos.Y; sp->z += sp->zvel; if (sp->z > osp->z - u->sz) @@ -11916,13 +11916,13 @@ int DoSerpRing(DSWActor* actor) // put it out there sp->pos.X += MulScale(u->Dist, bcos(u->slide_ang), 14); - sp->y += MulScale(u->Dist, bsin(u->slide_ang), 14); + sp->pos.Y += MulScale(u->Dist, bsin(u->slide_ang), 14); SetActor(actor, &sp->pos); ASSERT(sp->insector()); - getzsofslopeptr(sp->sector(), sp->pos.X, sp->y, &cz, &fz); + getzsofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y, &cz, &fz); // bound the sprite by the sectors ceiling and floor if (sp->z > fz) @@ -11943,20 +11943,20 @@ int DoSerpRing(DSWActor* actor) !TEST(tu->PlayerP->Flags, PF_DEAD)) { u->targetActor = ou->targetActor; - DISTANCE(sp->pos.X, sp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y, dist, a,b,c); + DISTANCE(sp->pos.X, sp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a,b,c); // if ((dist ok and random ok) OR very few skulls left) if ((dist < 18000 && (RANDOM_P2(2048<<5)>>5) < 16) || ou->Counter < 4) { auto sect = sp->sector(); - updatesector(sp->pos.X, sp->y, §); + updatesector(sp->pos.X, sp->pos.Y, §); // if (valid sector and can see target) if (sect != nullptr && CanSeePlayer(actor)) { extern STATEp sg_SkullJump[]; u->ID = SKULL_R0; - sp->ang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y); + sp->ang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y); sp->xvel = dist>>5; sp->xvel += DIV2(sp->xvel); sp->xvel += (RANDOM_P2(128<<8)>>8); @@ -11987,10 +11987,10 @@ int InitLavaThrow(DSWActor* actor) short w; // get angle to player and also face player when attacking - sp->ang = nang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y); + sp->ang = nang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = SPRITEp_TOS(sp) + (SPRITEp_SIZE_Z(sp) >> 2); // Spawn a shot @@ -12026,7 +12026,7 @@ int InitLavaThrow(DSWActor* actor) MissileSetPos(actorNew, DoLavaBoulder, 1200); // find the distance to the target (player) - dist = Distance(wp->pos.X, wp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(wp->pos.X, wp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist != 0) wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist; @@ -12046,7 +12046,7 @@ void InitVulcanBoulder(DSWActor* actor) short vel; nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z - Z(40); if (SP_TAG7(sp)) @@ -12132,7 +12132,7 @@ int InitSerpRing(DSWActor* actor) for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++) { - auto actorNew = SpawnActor(STAT_SKIP4, SKULL_SERP, &s_SkullRing[0][0], sp->sector(), sp->pos.X, sp->y, sp->z, ang, 0); + auto actorNew = SpawnActor(STAT_SKIP4, SKULL_SERP, &s_SkullRing[0][0], sp->sector(), sp->pos.X, sp->pos.Y, sp->z, ang, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -12297,7 +12297,7 @@ int InitEnemyNapalm(DSWActor* actor) for (i = 0; i < SIZ(mp); i++) { auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, sp->sector(), - sp->pos.X, sp->y, SPRITEp_TOS(sp) + (SPRITEp_SIZE_Z(sp) >> 2), sp->ang, NAPALM_VELOCITY); + sp->pos.X, sp->pos.Y, SPRITEp_TOS(sp) + (SPRITEp_SIZE_Z(sp) >> 2), sp->ang, NAPALM_VELOCITY); wp = &actorNew->s(); wu = actorNew->u(); @@ -12336,7 +12336,7 @@ int InitEnemyNapalm(DSWActor* actor) } // find the distance to the target (player) - dist = Distance(wp->pos.X, wp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(wp->pos.X, wp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist != 0) wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist; @@ -12411,7 +12411,7 @@ int InitEnemyMirv(DSWActor* actor) PlaySound(DIGI_MIRVFIRE, actor, v3df_none); auto actorNew = SpawnActor(STAT_MISSILE, MIRV_METEOR, s_Mirv, sp->sector(), - sp->pos.X, sp->y, SPRITEp_TOS(sp) + (SPRITEp_SIZE_Z(sp) >> 2), sp->ang, MIRV_VELOCITY); + sp->pos.X, sp->pos.Y, SPRITEp_TOS(sp) + (SPRITEp_SIZE_Z(sp) >> 2), sp->ang, MIRV_VELOCITY); wp = &actorNew->s(); wu = actorNew->u(); @@ -12438,7 +12438,7 @@ int InitEnemyMirv(DSWActor* actor) MissileSetPos(actorNew, DoMirv, 600); // find the distance to the target (player) - dist = Distance(wp->pos.X, wp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(wp->pos.X, wp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist != 0) wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist; @@ -12506,7 +12506,7 @@ int InitSwordAttack(PLAYERp pp) if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY)) continue; - dist = Distance(pp->posx, pp->posy, sp->pos.X, sp->y); + dist = Distance(pp->posx, pp->posy, sp->pos.X, sp->pos.Y); reach = 1000; // !JIM! was 800 face = 200; @@ -12515,7 +12515,7 @@ int InitSwordAttack(PLAYERp pp) { if (SpriteOverlapZ(pp->Actor(), itActor, Z(20))) { - if (FAFcansee(sp->pos.X, sp->y, SPRITEp_MID(sp), sp->sector(), psp->pos.X, psp->y, SPRITEp_MID(psp), psp->sector())) + if (FAFcansee(sp->pos.X, sp->pos.Y, SPRITEp_MID(sp), sp->sector(), psp->pos.X, psp->pos.Y, SPRITEp_MID(psp), psp->sector())) DoDamage(itActor, pp->Actor()); } } @@ -12683,7 +12683,7 @@ int InitFistAttack(PLAYERp pp) if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY)) continue; - dist = Distance(pp->posx, pp->posy, sp->pos.X, sp->y); + dist = Distance(pp->posx, pp->posy, sp->pos.X, sp->pos.Y); if (pp->InventoryActive[2]) // Shadow Bombs give you demon fist { @@ -12700,7 +12700,7 @@ int InitFistAttack(PLAYERp pp) { if (SpriteOverlapZ(pp->Actor(), itActor, Z(20)) || face == 190) { - if (FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),psp->pos.X,psp->y,SPRITEp_MID(psp),psp->sector())) + if (FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),psp->pos.X,psp->pos.Y,SPRITEp_MID(psp),psp->sector())) DoDamage(itActor, pp->Actor()); if (face == 190) { @@ -12862,7 +12862,7 @@ int InitSumoNapalm(DSWActor* actor) for (i = 0; i < (int)SIZ(mp); i++) { auto wActor = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, sp->sector(), - sp->pos.X, sp->y, SPRITEp_TOS(sp), ang, NAPALM_VELOCITY); + sp->pos.X, sp->pos.Y, SPRITEp_TOS(sp), ang, NAPALM_VELOCITY); wp = &wActor->s(); wu = wActor->u(); @@ -12897,7 +12897,7 @@ int InitSumoNapalm(DSWActor* actor) } // find the distance to the target (player) - dist = Distance(wp->pos.X, wp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(wp->pos.X, wp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist != 0) wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist; @@ -12931,7 +12931,7 @@ int InitSumoSkull(DSWActor* actor) PlaySound(DIGI_SERPSUMMONHEADS, actor, v3df_none); - auto actorNew = SpawnActor(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], sp->sector(), sp->pos.X, sp->y, SPRITEp_MID(sp), sp->ang, 0); + auto actorNew = SpawnActor(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], sp->sector(), sp->pos.X, sp->pos.Y, SPRITEp_MID(sp), sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -12995,13 +12995,13 @@ int InitSumoStompAttack(DSWActor* actor) if (!TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY)) continue; - dist = Distance(sp->pos.X, sp->y, tsp->pos.X, tsp->y); + dist = Distance(sp->pos.X, sp->pos.Y, tsp->pos.X, tsp->pos.Y); reach = 16384; if (dist < CLOSE_RANGE_DIST_FUDGE(tsp, sp, reach)) { - if (FAFcansee(tsp->pos.X,tsp->y,SPRITEp_MID(tsp),tsp->sector(),sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector())) + if (FAFcansee(tsp->pos.X,tsp->pos.Y,SPRITEp_MID(tsp),tsp->sector(),sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector())) DoDamage(itActor, actor); } } @@ -13022,7 +13022,7 @@ int InitMiniSumoClap(DSWActor* actor) if (!u->targetActor) return 0; auto tsp = &u->targetActor->s(); - dist = Distance(sp->pos.X, sp->y, tsp->pos.X, tsp->y); + dist = Distance(sp->pos.X, sp->pos.Y, tsp->pos.X, tsp->pos.Y); reach = 10000; @@ -13030,7 +13030,7 @@ int InitMiniSumoClap(DSWActor* actor) { if (SpriteOverlapZ(actor, u->targetActor, Z(20))) { - if (FAFcansee(tsp->pos.X, tsp->y, ActorMid(u->targetActor), tsp->sector(), sp->pos.X, sp->y, SPRITEp_MID(sp), sp->sector())) + if (FAFcansee(tsp->pos.X, tsp->pos.Y, ActorMid(u->targetActor), tsp->sector(), sp->pos.X, sp->pos.Y, SPRITEp_MID(sp), sp->sector())) { PlaySound(DIGI_CGTHIGHBONE, actor, v3df_follow | v3df_dontpan); DoDamage(u->targetActor, actor); @@ -13039,7 +13039,7 @@ int InitMiniSumoClap(DSWActor* actor) } else if (dist < CLOSE_RANGE_DIST_FUDGE(tsp, sp, reach)) { - if (FAFcansee(tsp->pos.X, tsp->y, ActorMid(u->targetActor), tsp->sector(), sp->pos.X, sp->y, SPRITEp_MID(sp), sp->sector())) + if (FAFcansee(tsp->pos.X, tsp->pos.Y, ActorMid(u->targetActor), tsp->sector(), sp->pos.X, sp->pos.Y, SPRITEp_MID(sp), sp->sector())) { PlaySound(DIGI_30MMEXPLODE, actor, v3df_none); SpawnFireballFlames(actor, u->targetActor); @@ -13075,8 +13075,8 @@ int WeaponAutoAim(DSWActor* actor, DSWActor* mislActor, short ang, bool test) SET(hu->Flags, SPR_TARGETED); SET(hu->Flags, SPR_ATTACKED); - wp->ang = NORM_ANGLE(getangle(hp->pos.X - wp->pos.X, hp->y - wp->y)); - dist = FindDistance2D(wp->pos.X - hp->pos.X, wp->y - hp->y); + wp->ang = NORM_ANGLE(getangle(hp->pos.X - wp->pos.X, hp->pos.Y - wp->pos.Y)); + dist = FindDistance2D(wp->pos.X - hp->pos.X, wp->pos.Y - hp->pos.Y); if (dist != 0) { @@ -13118,7 +13118,7 @@ int WeaponAutoAimZvel(DSWActor* actor, DSWActor* missileActor, int *zvel, short #if 0 //formula for leading a player - dist = Distance(sp->pos.X, sp->y, hp->pos.X, hp->y); + dist = Distance(sp->pos.X, sp->pos.Y, hp->pos.X, hp->pos.Y); time_to_target = dist/wp->xvel; lead_dist = time_to_target*hp->vel; #endif @@ -13141,9 +13141,9 @@ int WeaponAutoAimZvel(DSWActor* actor, DSWActor* missileActor, int *zvel, short SET(hu->Flags, SPR_TARGETED); SET(hu->Flags, SPR_ATTACKED); - wp->ang = NORM_ANGLE(getangle(hp->pos.X - wp->pos.X, hp->y - wp->y)); - //dist = FindDistance2D(wp->pos.X, wp->y, hp->pos.X, hp->y); - dist = FindDistance2D(wp->pos.X - hp->pos.X, wp->y - hp->y); + wp->ang = NORM_ANGLE(getangle(hp->pos.X - wp->pos.X, hp->pos.Y - wp->pos.Y)); + //dist = FindDistance2D(wp->pos.X, wp->pos.Y, hp->pos.X, hp->pos.Y); + dist = FindDistance2D(wp->pos.X - hp->pos.X, wp->pos.Y - hp->pos.Y); if (dist != 0) { @@ -13193,10 +13193,10 @@ DSWActor* AimHitscanToTarget(DSWActor* actor, int *z, short *ang, int z_ratio) SET(hu->Flags, SPR_TARGETED); SET(hu->Flags, SPR_ATTACKED); - *ang = getangle(hp->pos.X - sp->pos.X, hp->y - sp->y); + *ang = getangle(hp->pos.X - sp->pos.X, hp->pos.Y - sp->pos.Y); // find the distance to the target - dist = ksqrt(SQ(sp->pos.X - hp->pos.X) + SQ(sp->y - hp->y)); + dist = ksqrt(SQ(sp->pos.X - hp->pos.X) + SQ(sp->pos.Y - hp->pos.Y)); if (dist != 0) { @@ -13207,8 +13207,8 @@ DSWActor* AimHitscanToTarget(DSWActor* actor, int *z, short *ang, int z_ratio) if (hp->pos.X - sp->pos.X != 0) *z = Scale(xvect,zh - *z,hp->pos.X - sp->pos.X); - else if (hp->y - sp->y != 0) - *z = Scale(yvect,zh - *z,hp->y - sp->y); + else if (hp->pos.Y - sp->pos.Y != 0) + *z = Scale(yvect,zh - *z,hp->pos.Y - sp->pos.Y); else *z = 0; @@ -13251,10 +13251,10 @@ DSWActor* WeaponAutoAimHitscan(DSWActor* actor, int *z, short *ang, bool test) SET(hu->Flags, SPR_TARGETED); SET(hu->Flags, SPR_ATTACKED); - *ang = NORM_ANGLE(getangle(hp->pos.X - sp->pos.X, hp->y - sp->y)); + *ang = NORM_ANGLE(getangle(hp->pos.X - sp->pos.X, hp->pos.Y - sp->pos.Y)); // find the distance to the target - dist = ksqrt(SQ(sp->pos.X - hp->pos.X) + SQ(sp->y - hp->y)); + dist = ksqrt(SQ(sp->pos.X - hp->pos.X) + SQ(sp->pos.Y - hp->pos.Y)); if (dist != 0) { @@ -13265,8 +13265,8 @@ DSWActor* WeaponAutoAimHitscan(DSWActor* actor, int *z, short *ang, bool test) if (hp->pos.X - sp->pos.X != 0) *z = Scale(xvect,zh - *z,hp->pos.X - sp->pos.X); - else if (hp->y - sp->y != 0) - *z = Scale(yvect,zh - *z,hp->y - sp->y); + else if (hp->pos.Y - sp->pos.Y != 0) + *z = Scale(yvect,zh - *z,hp->pos.Y - sp->pos.Y); else *z = 0; } @@ -13286,10 +13286,10 @@ void WeaponHitscanShootFeet(DSWActor* actor, DSWActor* hitActor, int *zvect) int z; short ang; - ang = NORM_ANGLE(getangle(hp->pos.X - sp->pos.X, hp->y - sp->y)); + ang = NORM_ANGLE(getangle(hp->pos.X - sp->pos.X, hp->pos.Y - sp->pos.Y)); // find the distance to the target - dist = ksqrt(SQ(sp->pos.X - hp->pos.X) + SQ(sp->y - hp->y)); + dist = ksqrt(SQ(sp->pos.X - hp->pos.X) + SQ(sp->pos.Y - hp->pos.Y)); if (dist != 0) { @@ -13302,9 +13302,9 @@ void WeaponHitscanShootFeet(DSWActor* actor, DSWActor* hitActor, int *zvect) if (hp->pos.X - sp->pos.X != 0) //*z = xvect * ((zh - *z)/(hp->pos.X - sp->pos.X)); *zvect = Scale(xvect,zh - z, hp->pos.X - sp->pos.X); - else if (hp->y - sp->y != 0) - //*z = yvect * ((zh - *z)/(hp->y - sp->y)); - *zvect = Scale(yvect,zh - z, hp->y - sp->y); + else if (hp->pos.Y - sp->pos.Y != 0) + //*z = yvect * ((zh - *z)/(hp->pos.Y - sp->pos.Y)); + *zvect = Scale(yvect,zh - z, hp->pos.Y - sp->pos.Y); else *zvect = 0; } @@ -13947,7 +13947,7 @@ int InitZillaRail(DSWActor* actor) u->Vis = 128; nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = SPRITEp_TOS(sp); @@ -14357,7 +14357,7 @@ int InitEnemyNuke(DSWActor* actor) u->Vis = 128; nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; // Spawn a shot nz = sp->z + Z(40); @@ -14454,7 +14454,7 @@ int InitMicro(PLAYERp pp) hp = &ts->actor->s(); hu = ts->actor->u(); - ang = getangle(hp->pos.X - nx, hp->y - ny); + ang = getangle(hp->pos.X - nx, hp->pos.Y - ny); ts++; } @@ -14530,7 +14530,7 @@ int InitMicro(PLAYERp pp) if (hp) { - dist = Distance(wp->pos.X, wp->y, hp->pos.X, hp->y); + dist = Distance(wp->pos.X, wp->pos.Y, hp->pos.X, hp->pos.Y); if (dist != 0) { int zh; @@ -14578,10 +14578,10 @@ int InitRipperSlash(DSWActor* actor) if (itActor == actor) break; - if ((unsigned)FindDistance3D(sp->pos.X - hp->pos.X, sp->y - hp->y, sp->z - hp->z) > hu->Radius + u->Radius) + if ((unsigned)FindDistance3D(sp->pos.X - hp->pos.X, sp->pos.Y - hp->pos.Y, sp->z - hp->z) > hu->Radius + u->Radius) continue; - DISTANCE(hp->pos.X, hp->y, sp->pos.X, sp->y, dist, a, b, c); + DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, a, b, c); if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150)) { @@ -14614,7 +14614,7 @@ int InitBunnySlash(DSWActor* actor) if (itActor == actor) break; - DISTANCE(hp->pos.X, hp->y, sp->pos.X, sp->y, dist, a, b, c); + DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, a, b, c); if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150)) { @@ -14648,7 +14648,7 @@ int InitSerpSlash(DSWActor* actor) if (itActor == actor) break; - DISTANCE(hp->pos.X, hp->y, sp->pos.X, sp->y, dist, a, b, c); + DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, a, b, c); if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 800) && FACING_RANGE(hp, sp, 150)) { @@ -14668,7 +14668,7 @@ bool WallSpriteInsideSprite(SPRITEp wsp, SPRITEp sp) int xsiz, mid_dist; x1 = wsp->pos.X; - y1 = wsp->y; + y1 = wsp->pos.Y; xoff = (int) tileLeftOffset(wsp->picnum) + (int) wsp->xoffset; @@ -14691,7 +14691,7 @@ bool WallSpriteInsideSprite(SPRITEp wsp, SPRITEp sp) y1 -= MulScale(day, mid_dist, 16); y2 = y1 + MulScale(day, xsiz, 16); - return !!clipinsideboxline(sp->pos.X, sp->y, x1, y1, x2, y2, ((int) sp->clipdist) << 2); + return !!clipinsideboxline(sp->pos.X, sp->pos.Y, x1, y1, x2, y2, ((int) sp->clipdist) << 2); } @@ -14717,12 +14717,12 @@ int DoBladeDamage(DSWActor* actor) if (!TEST(hp->extra, SPRX_PLAYER_OR_ENEMY)) continue; - DISTANCE(hp->pos.X, hp->y, sp->pos.X, sp->y, dist, a, b, c); + DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, a, b, c); if (dist > 2000) continue; - dist = FindDistance3D(sp->pos.X - hp->pos.X, sp->y - hp->y, sp->z - hp->z); + dist = FindDistance3D(sp->pos.X - hp->pos.X, sp->pos.Y - hp->pos.Y, sp->z - hp->z); if (dist > 2000) continue; @@ -14759,12 +14759,12 @@ int DoStaticFlamesDamage(DSWActor* actor) if (!TEST(hp->extra, SPRX_PLAYER_OR_ENEMY)) continue; - DISTANCE(hp->pos.X, hp->y, sp->pos.X, sp->y, dist, a, b, c); + DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, a, b, c); if (dist > 2000) continue; - dist = FindDistance3D(sp->pos.X - hp->pos.X, sp->y - hp->y, sp->z - hp->z); + dist = FindDistance3D(sp->pos.X - hp->pos.X, sp->pos.Y - hp->pos.Y, sp->z - hp->z); if (dist > 2000) continue; @@ -14773,7 +14773,7 @@ int DoStaticFlamesDamage(DSWActor* actor) DoDamage(itActor, actor); else if (u->Radius > 200) { - if (FAFcansee(sp->pos.X,sp->y,SPRITEp_MID(sp),sp->sector(),hp->pos.X,hp->y,SPRITEp_MID(hp),hp->sector())) + if (FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_MID(sp),sp->sector(),hp->pos.X,hp->pos.Y,SPRITEp_MID(hp),hp->sector())) DoDamage(itActor, actor); } } @@ -14807,7 +14807,7 @@ int InitCoolgBash(DSWActor* actor) if (!TEST(hp->extra, SPRX_PLAYER_OR_ENEMY)) continue; - DISTANCE(hp->pos.X, hp->y, sp->pos.X, sp->y, dist, a, b, c); + DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, a, b, c); if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150)) { @@ -14840,7 +14840,7 @@ int InitSkelSlash(DSWActor* actor) if (itActor == actor) break; - DISTANCE(hp->pos.X, hp->y, sp->pos.X, sp->y, dist, a, b, c); + DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, a, b, c); if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150)) { @@ -14873,7 +14873,7 @@ int InitGoroChop(DSWActor* actor) if (itActor == actor) break; - DISTANCE(hp->pos.X, hp->y, sp->pos.X, sp->y, dist, a, b, c); + DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, a, b, c); if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 700) && FACING_RANGE(hp, sp, 150)) { @@ -14913,10 +14913,10 @@ int InitSerpSpell(DSWActor* actor) for (i = 0; i < 2; i++) { - sp->ang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y); + sp->ang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y); auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 1500); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 1500); np = &actorNew->s(); nu = actorNew->u(); @@ -14949,7 +14949,7 @@ int InitSerpSpell(DSWActor* actor) np->ang = NORM_ANGLE(np->ang - lat_ang[i]); // find the distance to the target (player) - dist = Distance(np->pos.X, np->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(np->pos.X, np->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist != 0) np->zvel = (np->xvel * (ActorUpper(u->targetActor) - np->z)) / dist; @@ -14980,7 +14980,7 @@ int SpawnDemonFist(DSWActor* actor) return -1; auto expActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, sp->sector(), - sp->pos.X, sp->y, SPRITEp_MID(sp), sp->ang, 0); + sp->pos.X, sp->pos.Y, SPRITEp_MID(sp), sp->ang, 0); exp = &expActor->s(); eu = expActor->u(); @@ -15025,10 +15025,10 @@ int InitSerpMonstSpell(DSWActor* actor) for (i = 0; i < 1; i++) { - sp->ang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y); + sp->ang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y); auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 500); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 500); np = &actorNew->s(); nu = actorNew->u(); @@ -15061,7 +15061,7 @@ int InitSerpMonstSpell(DSWActor* actor) np->ang = NORM_ANGLE(np->ang - lat_ang[i]); // find the distance to the target (player) - dist = Distance(np->pos.X, np->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(np->pos.X, np->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist != 0) np->zvel = (np->xvel * (ActorUpper(u->targetActor) - np->z)) / dist; @@ -15100,10 +15100,10 @@ int InitEnemyRocket(DSWActor* actor) PlaySound(DIGI_NINJARIOTATTACK, actor, v3df_none); // get angle to player and also face player when attacking - sp->ang = nang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y); + sp->ang = nang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z - DIV2(SPRITEp_SIZE_Z(sp))-Z(8); // Spawn a shot @@ -15146,7 +15146,7 @@ int InitEnemyRocket(DSWActor* actor) MissileSetPos(actorNew, DoBoltThinMan, 400); // find the distance to the target (player) - dist = Distance(wp->pos.X, wp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(wp->pos.X, wp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist != 0) wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist; @@ -15182,14 +15182,14 @@ int InitEnemyRail(DSWActor* actor) PlaySound(DIGI_RAILFIRE, actor, v3df_dontpan|v3df_doppler); // get angle to player and also face player when attacking - sp->ang = nang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y); + sp->ang = nang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y); // add a bit of randomness if (RANDOM_P2(1024) < 512) sp->ang = NORM_ANGLE(sp->ang + RANDOM_P2(128) - 64); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z - DIV2(SPRITEp_SIZE_Z(sp))-Z(8); // Spawn a shot @@ -15235,7 +15235,7 @@ int InitEnemyRail(DSWActor* actor) } // find the distance to the target (player) - dist = Distance(wp->pos.X, wp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(wp->pos.X, wp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist != 0) wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist; @@ -15271,12 +15271,12 @@ int InitZillaRocket(DSWActor* actor) PlaySound(DIGI_NINJARIOTATTACK, actor, v3df_none); // get angle to player and also face player when attacking - sp->ang = nang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y); + sp->ang = nang = getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y); for (i = 0; i < (int)SIZ(mp); i++) { nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z - DIV2(SPRITEp_SIZE_Z(sp))-Z(8); // Spawn a shot @@ -15321,7 +15321,7 @@ int InitZillaRocket(DSWActor* actor) MissileSetPos(actorNew, DoBoltThinMan, mp[i].dist_out); // find the distance to the target (player) - dist = Distance(wp->pos.X, wp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(wp->pos.X, wp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist != 0) wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist; @@ -15338,10 +15338,10 @@ int InitEnemyStar(DSWActor* actor) int nx, ny, nz, dist, nang; // get angle to player and also face player when attacking - sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y)); + sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y)); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = SPRITEp_MID(sp); // Spawn a shot @@ -15366,7 +15366,7 @@ int InitEnemyStar(DSWActor* actor) MissileSetPos(actorNew, DoStar, 400); // find the distance to the target (player) - dist = Distance(wp->pos.X, wp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(wp->pos.X, wp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist != 0) wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist; @@ -15383,10 +15383,10 @@ int InitEnemyCrossbow(DSWActor* actor) int nx, ny, nz, dist, nang; // get angle to player and also face player when attacking - sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y)); + sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y)); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = SPRITEp_MID(sp)-Z(14); // Spawn a shot @@ -15416,7 +15416,7 @@ int InitEnemyCrossbow(DSWActor* actor) MissileSetPos(actorNew, DoStar, 400); // find the distance to the target (player) - dist = Distance(wp->pos.X, wp->y, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(wp->pos.X, wp->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist != 0) wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist; @@ -15437,10 +15437,10 @@ int InitSkelSpell(DSWActor* actor) PlaySound(DIGI_SPELEC, actor, v3df_none); // get angle to player and also face player when attacking - sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y)); + sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y)); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z - DIV2(SPRITEp_SIZE_Z(sp)); // Spawn a shot @@ -15460,7 +15460,7 @@ int InitSkelSpell(DSWActor* actor) SET(wp->cstat, CSTAT_SPRITE_YCENTER); // find the distance to the target (player) - dist = Distance(nx, ny, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(nx, ny, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist != 0) wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - nz)) / dist; @@ -15483,10 +15483,10 @@ int InitCoolgFire(DSWActor* actor) int nx, ny, nz, dist, nang; // get angle to player and also face player when attacking - sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.y - sp->y)); + sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->spr.pos.X - sp->pos.X, u->targetActor->spr.pos.Y - sp->pos.Y)); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z - Z(16); @@ -15519,7 +15519,7 @@ int InitCoolgFire(DSWActor* actor) PlaySound(DIGI_MAGIC1, actorNew, v3df_follow|v3df_doppler); // find the distance to the target (player) - dist = Distance(nx, ny, u->targetActor->spr.pos.X, u->targetActor->spr.y); + dist = Distance(nx, ny, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y); if (dist != 0) // (velocity * difference between the target and the throwing star) / @@ -15565,7 +15565,7 @@ int InitCoolgDrip(DSWActor* actor) short w; nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z; auto actorNew = SpawnActor(STAT_MISSILE, COOLG_DRIP, s_CoolgDrip, sp->sector(), @@ -15610,7 +15610,7 @@ int GenerateDrips(DSWActor* actor) } nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z; auto actorNew = SpawnActor(STAT_SHRAP, COOLG_DRIP, s_CoolgDrip, sp->sector(), @@ -15658,10 +15658,10 @@ int InitEelFire(DSWActor* actor) if (itActor != u->targetActor) continue; - if ((unsigned)FindDistance3D(sp->pos.X - hp->pos.X, sp->y - hp->y, sp->z - hp->z) > hu->Radius + u->Radius) + if ((unsigned)FindDistance3D(sp->pos.X - hp->pos.X, sp->pos.Y - hp->pos.Y, sp->z - hp->z) > hu->Radius + u->Radius) continue; - DISTANCE(hp->pos.X, hp->y, sp->pos.X, sp->y, dist, a, b, c); + DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, a, b, c); if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150)) { @@ -15687,7 +15687,7 @@ void InitFireballTrap(DSWActor* actor) PlaySound(DIGI_FIREBALL1, actor, v3df_none); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z - SPRITEp_SIZE_Z(sp); // Spawn a shot @@ -15722,7 +15722,7 @@ void InitBoltTrap(DSWActor* actor) PlaySound(DIGI_RIOTFIRE, actor, v3df_none); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z - SPRITEp_SIZE_Z(sp); // Spawn a shot @@ -15755,7 +15755,7 @@ void InitSpearTrap(DSWActor* actor) int nx, ny, nz; nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = SPRITEp_MID(sp); // Spawn a shot @@ -15885,7 +15885,7 @@ int InitTracerTurret(DSWActor* actor, DSWActor* Operator, fixed_t q16horiz) int nx, ny, nz; nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z + -MulScale(q16horiz, 72, 16); // Spawn a shot @@ -15940,7 +15940,7 @@ int InitTracerAutoTurret(DSWActor* actor, int xchange, int ychange, int zchange) int nx, ny, nz; nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z; // Spawn a shot @@ -16077,7 +16077,7 @@ DSWActor* SpawnWallHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int sp->clipdist = 0; sp->xoffset = sp->yoffset = 0; sp->pos.X = hit_x; - sp->y = hit_y; + sp->pos.Y = hit_y; sp->z = hit_z; sp->picnum = 2151; @@ -16344,7 +16344,7 @@ int InitTankShell(DSWActor* actor, PLAYERp pp) PlaySound(DIGI_CANNON, pp, v3df_dontpan|v3df_doppler); auto actorNew = SpawnActor(STAT_MISSILE, 0, s_TankShell, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, TANK_SHELL_VELOCITY); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, TANK_SHELL_VELOCITY); wu = actorNew->u(); wp = &actorNew->s(); @@ -16398,7 +16398,7 @@ int InitTurretMicro(DSWActor* actor, PLAYERp pp) nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; const int MAX_TURRET_MICRO = 10; @@ -16414,7 +16414,7 @@ int InitTurretMicro(DSWActor* actor, PLAYERp pp) hp = &ts->actor->s(); hu = ts->actor->u(); - ang = getangle(hp->pos.X - nx, hp->y - ny); + ang = getangle(hp->pos.X - nx, hp->pos.Y - ny); ts++; } @@ -16464,7 +16464,7 @@ int InitTurretMicro(DSWActor* actor, PLAYERp pp) if (hp) { - dist = Distance(wp->pos.X, wp->y, hp->pos.X, hp->y); + dist = Distance(wp->pos.X, wp->pos.Y, hp->pos.X, hp->pos.Y); if (dist != 0) { int zh; @@ -16501,7 +16501,7 @@ int InitTurretRocket(DSWActor* actor, PLAYERp pp) auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, ROCKET_VELOCITY); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, ROCKET_VELOCITY); wu = actorNew->u(); wp = &actorNew->s(); @@ -16546,7 +16546,7 @@ int InitTurretFireball(DSWActor* actor, PLAYERp pp) if (SW_SHAREWARE) return false; // JBF: verify auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL, s_Fireball, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, FIREBALL_VELOCITY); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, FIREBALL_VELOCITY); wu = actorNew->u(); wp = &actorNew->s(); @@ -16596,7 +16596,7 @@ int InitTurretRail(DSWActor* actor, PLAYERp pp) return 0; nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z; // Spawn a shot @@ -16652,7 +16652,7 @@ int InitTurretLaser(DSWActor* actor, PLAYERp pp) return 0; nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z; // Spawn a shot @@ -16706,7 +16706,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYERp pp) PlaySound(DIGI_BOATFIRE, pp, v3df_dontpan|v3df_doppler); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; daz = nz = sp->z; if (RANDOM_P2(1024) < 200) @@ -17084,7 +17084,7 @@ int InitTurretMgun(SECTOR_OBJECTp sop) if (sp->statnum == STAT_SO_SHOOT_POINT) { nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; daz = nz = sp->z; // if its not operated by a player @@ -17277,7 +17277,7 @@ int InitEnemyUzi(DSWActor* actor) daang = NORM_ANGLE(sp->ang + (RANDOM_P2(128)) - 64); } - FAFhitscan(sp->pos.X, sp->y, sp->z - zh, sp->sector(), // Start position + FAFhitscan(sp->pos.X, sp->pos.Y, sp->z - zh, sp->sector(), // Start position bcos(daang), // X vector of 3D ang bsin(daang), // Y vector of 3D ang daz, // Z vector of 3D ang @@ -17498,7 +17498,7 @@ int InitSpriteGrenade(DSWActor* actor) PlaySound(DIGI_30MMFIRE, actor, v3df_dontpan|v3df_doppler); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z - Z(40); // Spawn a shot @@ -17627,7 +17627,7 @@ int InitEnemyMine(DSWActor* actor) PlaySound(DIGI_MINETHROW, actor, v3df_dontpan|v3df_doppler); nx = sp->pos.X; - ny = sp->y; + ny = sp->pos.Y; nz = sp->z - Z(40); // Spawn a shot @@ -17789,7 +17789,7 @@ int InitEnemyFireball(DSWActor* actor) PlaySound(DIGI_FIREBALL1, actor, v3df_none); // get angle to player and also face player when attacking - sp->ang = NORM_ANGLE(getangle(tsp->pos.X - sp->pos.X, tsp->y - sp->y)); + sp->ang = NORM_ANGLE(getangle(tsp->pos.X - sp->pos.X, tsp->pos.Y - sp->pos.Y)); size_z = Z(SPRITEp_SIZE_Y(sp)); nz = sp->z - size_z + (size_z >> 2) + (size_z >> 3) + Z(4); @@ -17800,7 +17800,7 @@ int InitEnemyFireball(DSWActor* actor) for (i = 0; i < 2; i++) { auto actorNew = SpawnActor(STAT_MISSILE, GORO_FIREBALL, s_Fireball, sp->sector(), - sp->pos.X, sp->y, nz, sp->ang, GORO_FIREBALL_VELOCITY); + sp->pos.X, sp->pos.Y, nz, sp->ang, GORO_FIREBALL_VELOCITY); wp = &actorNew->s(); wu = actorNew->u(); @@ -17829,8 +17829,8 @@ int InitEnemyFireball(DSWActor* actor) fp = wp; // find the distance to the target (player) - dist = ksqrt(SQ(wp->pos.X - tsp->pos.X) + SQ(wp->y - tsp->y)); - //dist = Distance(wp->pos.X, wp->y, tsp->pos.X, tsp->y); + dist = ksqrt(SQ(wp->pos.X - tsp->pos.X) + SQ(wp->pos.Y - tsp->pos.Y)); + //dist = Distance(wp->pos.X, wp->pos.Y, tsp->pos.X, tsp->pos.Y); // Determine target Z value //targ_z = tsp->z - Z(SPRITEp_SIZE_Y(sp)) + Z(DIV2(SPRITEp_SIZE_Y(sp))); @@ -17906,11 +17906,11 @@ bool WarpToUnderwater(sectortype** psectu, int *x, int *y, int *z) // get the offset from the sprite sx = over_sp->pos.X - *x; - sy = over_sp->y - *y; + sy = over_sp->pos.Y - *y; // update to the new x y position *x = under_sp->pos.X - sx; - *y = under_sp->y - sy; + *y = under_sp->pos.Y - sy; auto over = over_sp->sector(); auto under = under_sp->sector(); @@ -17979,11 +17979,11 @@ bool WarpToSurface(sectortype** psectu, int *x, int *y, int *z) // get the offset from the under sprite sx = under_sp->pos.X - *x; - sy = under_sp->y - *y; + sy = under_sp->pos.Y - *y; // update to the new x y position *x = over_sp->pos.X - sx; - *y = over_sp->y - sy; + *y = over_sp->pos.Y - sy; auto over = over_sp->sector(); auto under = under_sp->sector(); @@ -18050,16 +18050,16 @@ bool SpriteWarpToUnderwater(DSWActor* actor) // get the offset from the sprite sx = over_sp->pos.X - sp->pos.X; - sy = over_sp->y - sp->y; + sy = over_sp->pos.Y - sp->pos.Y; // update to the new x y position sp->pos.X = under_sp->pos.X - sx; - sp->y = under_sp->y - sy; + sp->pos.Y = under_sp->pos.Y - sy; auto over = over_sp->sector(); auto under = under_sp->sector(); - if (GetOverlapSector(sp->pos.X, sp->y, &over, &under) == 2) + if (GetOverlapSector(sp->pos.X, sp->pos.Y, &over, &under) == 2) { ChangeActorSect(actor, under); } @@ -18130,16 +18130,16 @@ bool SpriteWarpToSurface(DSWActor* actor) // get the offset from the under sprite sx = under_sp->pos.X - sp->pos.X; - sy = under_sp->y - sp->y; + sy = under_sp->pos.Y - sp->pos.Y; // update to the new x y position sp->pos.X = over_sp->pos.X - sx; - sp->y = over_sp->y - sy; + sp->pos.Y = over_sp->pos.Y - sy; auto over = over_sp->sector(); auto under = under_sp->sector(); - if (GetOverlapSector(sp->pos.X, sp->y, &over, &under)) + if (GetOverlapSector(sp->pos.X, sp->pos.Y, &over, &under)) { ChangeActorSect(actor, over); } @@ -18179,7 +18179,7 @@ int SpawnSplash(DSWActor* actor) DoActorZrange(actor); MissileWaterAdjust(actor); - auto actorNew = SpawnActor(STAT_MISSILE, SPLASH, s_Splash, sp->sector(), sp->pos.X, sp->y, u->loz, sp->ang, 0); + auto actorNew = SpawnActor(STAT_MISSILE, SPLASH, s_Splash, sp->sector(), sp->pos.X, sp->pos.Y, u->loz, sp->ang, 0); wp = &actorNew->s(); wu = actorNew->u(); @@ -18284,7 +18284,7 @@ DSWActor* SpawnBubble(DSWActor* actor) if (Prediction) return nullptr; - auto actorNew = SpawnActor(STAT_MISSILE, BUBBLE, s_Bubble, sp->sector(), sp->pos.X, sp->y, sp->z, sp->ang, 0); + auto actorNew = SpawnActor(STAT_MISSILE, BUBBLE, s_Bubble, sp->sector(), sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); bp = &actorNew->s(); bu = actorNew->u(); @@ -18313,7 +18313,7 @@ int DoVehicleSmoke(DSWActor* actor) sp->z -= sp->zvel; sp->pos.X += u->xchange; - sp->y += u->ychange; + sp->pos.Y += u->ychange; return false; @@ -18336,7 +18336,7 @@ int SpawnVehicleSmoke(DSWActor* actor) return false; auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_VehicleSmoke, sp->sector(), - sp->pos.X, sp->y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -18369,7 +18369,7 @@ int SpawnSmokePuff(DSWActor* actor) USERp nu; auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_WaterSmoke, sp->sector(), - sp->pos.X, sp->y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); @@ -18617,7 +18617,7 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, i sp->clipdist = 0; sp->xoffset = sp->yoffset = 0; sp->pos.X = hit_x; - sp->y = hit_y; + sp->pos.Y = hit_y; sp->z = hit_z; sp->picnum = 2151; ChangeActorSect(spawnedActor, hit_sect); @@ -18681,7 +18681,7 @@ int QueueFloorBlood(DSWActor* actor) KillActor(FloorBloodQueue[FloorBloodQueueHead]); FloorBloodQueue[FloorBloodQueueHead] = spawnedActor = - SpawnActor(STAT_SKIP4, FLOORBLOOD1, s_FloorBlood1, hsp->sector(), hsp->pos.X, hsp->y, hsp->z, hsp->ang, 0); + SpawnActor(STAT_SKIP4, FLOORBLOOD1, s_FloorBlood1, hsp->sector(), hsp->pos.X, hsp->pos.Y, hsp->z, hsp->ang, 0); FloorBloodQueueHead = (FloorBloodQueueHead+1) & (MAX_FLOORBLOOD_QUEUE-1); @@ -18700,7 +18700,7 @@ int QueueFloorBlood(DSWActor* actor) sp->clipdist = 0; sp->xoffset = sp->yoffset = 0; sp->pos.X = hsp->pos.X; - sp->y = hsp->y; + sp->pos.Y = hsp->pos.Y; sp->z = hsp->z + Z(1); sp->ang = RANDOM_P2(2048); // Just make it any old angle sp->shade -= 5; // Brighten it up just a bit @@ -18781,13 +18781,13 @@ int QueueFootPrint(DSWActor* actor) if (rnd_num > 683) FloorBloodQueue[FloorBloodQueueHead] = spawnedActor = - SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT1, s_FootPrint1, hsp->sector(), hsp->pos.X, hsp->y, hsp->z, hsp->ang, 0); + SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT1, s_FootPrint1, hsp->sector(), hsp->pos.X, hsp->pos.Y, hsp->z, hsp->ang, 0); else if (rnd_num > 342) FloorBloodQueue[FloorBloodQueueHead] = spawnedActor = - SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT2, s_FootPrint2, hsp->sector(), hsp->pos.X, hsp->y, hsp->z, hsp->ang, 0); + SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT2, s_FootPrint2, hsp->sector(), hsp->pos.X, hsp->pos.Y, hsp->z, hsp->ang, 0); else FloorBloodQueue[FloorBloodQueueHead] = spawnedActor = - SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT3, s_FootPrint3, hsp->sector(), hsp->pos.X, hsp->y, hsp->z, hsp->ang, 0); + SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT3, s_FootPrint3, hsp->sector(), hsp->pos.X, hsp->pos.Y, hsp->z, hsp->ang, 0); FloorBloodQueueHead = (FloorBloodQueueHead+1) & (MAX_FLOORBLOOD_QUEUE-1); @@ -18808,7 +18808,7 @@ int QueueFootPrint(DSWActor* actor) sp->clipdist = 0; sp->xoffset = sp->yoffset = 0; sp->pos.X = hsp->pos.X; - sp->y = hsp->y; + sp->pos.Y = hsp->pos.Y; sp->z = hsp->z; sp->ang = hsp->ang; RESET(nu->Flags, SPR_SHADOW); @@ -18885,7 +18885,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, short ang) daz -= DIV2(Z(128)<<3); dang = (ang+(RANDOM_P2(128<<5) >> 5)) - DIV2(128); - FAFhitscan(hsp->pos.X, hsp->y, hsp->z - Z(30), hsp->sector(), // Start position + FAFhitscan(hsp->pos.X, hsp->pos.Y, hsp->z - Z(30), hsp->sector(), // Start position bcos(dang), // X vector of 3D ang bsin(dang), // Y vector of 3D ang daz, // Z vector of 3D ang @@ -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->pos.X, hsp->y) > WALLBLOOD_DIST_MAX) + if (Distance(hit.hitpos.X, hit.hitpos.Y, hsp->pos.X, hsp->pos.Y) > WALLBLOOD_DIST_MAX) return nullptr; // hit a sprite? @@ -18949,7 +18949,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, short ang) sp->clipdist = 0; sp->xoffset = sp->yoffset = 0; sp->pos.X = hit.hitpos.X; - sp->y = hit.hitpos.Y; + sp->pos.Y = hit.hitpos.Y; sp->z = hit.hitpos.Z; sp->shade -= 5; // Brighten it up just a bit spawnedActor->tempwall = hit.hitWall; // pass hitinfo.wall @@ -19019,7 +19019,7 @@ int DoFloorBlood(DSWActor* actor) { pp = &Player[pnum]; - DISTANCE(sp->pos.X, sp->y, pp->posx, pp->posy, dist, a, b, c); + DISTANCE(sp->pos.X, sp->pos.Y, pp->posx, pp->posy, dist, a, b, c); if (dist < near_dist) { @@ -19097,7 +19097,7 @@ void QueueGeneric(DSWActor* actor, short pic) // move old sprite to new sprite's place osp = &GenericQueue[GenericQueueHead]->s(); osp->pos.X = sp->pos.X; - osp->y = sp->y; + osp->pos.Y = sp->pos.Y; osp->z = sp->z; ChangeActorSect(GenericQueue[GenericQueueHead], sp->sector()); KillActor(actor); @@ -19597,7 +19597,7 @@ void QueueLoWangs(DSWActor* actor) { LoWangsQueue[LoWangsQueueHead] = NewSprite = SpawnActor(STAT_GENERIC_QUEUE, sp->picnum, s_DeadLoWang, sp->sector(), - sp->pos.X, sp->y, sp->z, sp->ang, 0); + sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); } else { diff --git a/source/games/sw/src/weapon.h b/source/games/sw/src/weapon.h index dd0a6ce3e..15fa4380c 100644 --- a/source/games/sw/src/weapon.h +++ b/source/games/sw/src/weapon.h @@ -32,8 +32,8 @@ BEGIN_SW_NS #define NEW_ELECTRO 1 #define HORIZ_MULT 128L -#define ANG2PLAYER(pp,sp) (getangle((pp)->posx - (sp)->pos.X, (pp)->posy - (sp)->y)) -#define ANG2SPRITE(sp,op) (getangle((sp)->pos.X - (op)->pos.X, (sp)->y - (op)->y)) +#define ANG2PLAYER(pp,sp) (getangle((pp)->posx - (sp)->pos.X, (pp)->posy - (sp)->pos.Y)) +#define ANG2SPRITE(sp,op) (getangle((sp)->pos.X - (op)->pos.X, (sp)->pos.Y - (op)->pos.Y)) #define MAX_HOLE_QUEUE 64 #define MAX_STAR_QUEUE 32 diff --git a/source/games/sw/src/zilla.cpp b/source/games/sw/src/zilla.cpp index 8edbe6175..adf2d451a 100644 --- a/source/games/sw/src/zilla.cpp +++ b/source/games/sw/src/zilla.cpp @@ -688,7 +688,7 @@ int NullZilla(DSWActor* actor) } #endif - getzsofslopeptr(sp->sector(), sp->pos.X, sp->y, &u->hiz, &u->loz); + getzsofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y, &u->hiz, &u->loz); u->lo_sectp = sp->sector(); u->hi_sectp = sp->sector(); u->lowActor = nullptr; @@ -762,7 +762,7 @@ int DoZillaDeathMelt(DSWActor* actor) } //KeepActorOnFloor(actor); - getzsofslopeptr(sp->sector(), sp->pos.X, sp->y, &u->hiz, &u->loz); + getzsofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y, &u->hiz, &u->loz); u->lo_sectp = sp->sector(); u->hi_sectp = sp->sector(); u->lowActor = nullptr; diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index 6c7451f64..b3a5d281f 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -827,13 +827,13 @@ void SpawnZombie2(DSWActor* actor) if (FAF_ConnectArea(sp->sector())) { auto newsect = sp->sector(); - updatesectorz(sp->pos.X, sp->y, sp->z + Z(10), &newsect); + updatesectorz(sp->pos.X, sp->pos.Y, sp->z + Z(10), &newsect); if (SectorIsUnderwaterArea(newsect)) return; } - auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], sp->sector(), sp->pos.X, sp->y, sp->z, sp->ang, 0); + auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], sp->sector(), sp->pos.X, sp->pos.Y, sp->z, sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); nu->Counter3 = 0;