- Replace spritetypebase y with pos.Y calls.

This commit is contained in:
Mitchell Richters 2021-12-22 22:17:17 +11:00 committed by Christoph Oelckers
parent 33ca55023f
commit cecb8dc48e
143 changed files with 1651 additions and 1651 deletions

View file

@ -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());