mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-20 18:42:26 +00:00
- SW: Rename Player::pos
to Player::PlayerNowPosition
to make it easier to search upon.
This commit is contained in:
parent
e55412f240
commit
cf25884675
24 changed files with 281 additions and 281 deletions
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@ -316,7 +316,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
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// continue;
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}
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dist = (actor->spr.pos - pp->pos).Length();
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dist = (actor->spr.pos - pp->PlayerNowPosition).Length();
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if (dist < near_dist)
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{
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@ -342,7 +342,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
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continue;
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}
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dist = (actor->spr.pos - pp->pos).Length();
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dist = (actor->spr.pos - pp->PlayerNowPosition).Length();
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DSWActor* plActor = pp->actor;
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@ -1022,7 +1022,7 @@ int DoBunnyQuickJump(DSWActor* actor)
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if (pp == Player+myconnectindex)
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{
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choose_snd = StdRandomRange(2<<8)>>8;
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if (FAFcansee(ActorVectOfTop(actor),actor->sector(),pp->pos, pp->cursector) && Facing(actor, actor->user.targetActor))
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if (FAFcansee(ActorVectOfTop(actor),actor->sector(),pp->PlayerNowPosition, pp->cursector) && Facing(actor, actor->user.targetActor))
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PlayerSound(fagsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp);
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}
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}
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@ -1037,7 +1037,7 @@ int DoBunnyQuickJump(DSWActor* actor)
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if (pp == Player+myconnectindex)
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{
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choose_snd = StdRandomRange(3<<8)>>8;
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if (FAFcansee(ActorVectOfTop(actor), actor->sector(), pp->pos, pp->cursector) && Facing(actor, actor->user.targetActor))
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if (FAFcansee(ActorVectOfTop(actor), actor->sector(), pp->PlayerNowPosition, pp->cursector) && Facing(actor, actor->user.targetActor))
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PlayerSound(straightsnds[choose_snd], v3df_doppler | v3df_follow | v3df_dontpan, pp);
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}
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}
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@ -811,7 +811,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub
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else // Otherwise just interpolate the player sprite
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{
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pp = tActor->user.PlayerP;
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tsp->pos = interpolatedvalue(pp->opos, pp->pos, interpfrac);
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tsp->pos = interpolatedvalue(pp->opos, pp->PlayerNowPosition, interpfrac);
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tsp->angle = pp->angle.interpolatedang(interpfrac);
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}
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}
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@ -965,7 +965,7 @@ void post_analyzesprites(tspriteArray& tsprites)
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std::pair<DVector3, DAngle> GameInterface::GetCoordinates()
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{
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PLAYER* pp = Player + myconnectindex;
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return std::make_pair(pp->pos, pp->angle.ang);
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return std::make_pair(pp->PlayerNowPosition, pp->angle.ang);
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}
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//---------------------------------------------------------------------------
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@ -1240,7 +1240,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
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}
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// Get initial player position, interpolating if required.
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DVector3 tpos = interpolatedvalue(camerapp->opos, camerapp->pos, interpfrac);
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DVector3 tpos = interpolatedvalue(camerapp->opos, camerapp->PlayerNowPosition, interpfrac);
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if (SyncInput() || pp != Player+myconnectindex)
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{
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tang = camerapp->angle.interpolatedsum(interpfrac);
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@ -1261,14 +1261,14 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
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{
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if (pp->sop_control && (!cl_sointerpolation || (CommEnabled && !pp->sop_remote)))
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{
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tpos = pp->pos;
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tpos = pp->PlayerNowPosition;
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tang = pp->angle.ang;
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}
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tsect = pp->cursector;
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updatesectorz(tpos, &tsect);
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}
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pp->si = tpos.plusZ(-pp->pos.Z);
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pp->si = tpos.plusZ(-pp->PlayerNowPosition.Z);
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pp->siang = tang;
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QuakeViewChange(camerapp, tpos, tang);
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@ -408,7 +408,7 @@ void InitLevel(MapRecord *maprec)
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SpawnSpriteDef sprites;
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DVector3 ppos;
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loadMap(maprec->fileName, SW_SHAREWARE ? 1 : 0, &ppos, &ang, &cursect, sprites);
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Player[0].pos = ppos;
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Player[0].PlayerNowPosition = ppos;
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spawnactors(sprites);
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Player[0].cursector = cursect;
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@ -538,7 +538,7 @@ struct PLAYER
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{
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// variable that fit in the sprite or user structure
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DVector3 pos, opos, oldpos;
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DVector3 PlayerNowPosition, opos, oldpos;
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DSWActor* actor; // this may not be a TObjPtr!
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TObjPtr<DSWActor*> lowActor, highActor;
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@ -1902,7 +1902,7 @@ inline bool SectorIsUnderwaterArea(sectortype* sect)
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inline bool PlayerFacingRange(PLAYER* pp, DSWActor* a, DAngle range)
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{
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return absangle((a->spr.pos - pp->pos).Angle(), pp->angle.ang) < range;
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return absangle((a->spr.pos - pp->PlayerNowPosition).Angle(), pp->angle.ang) < range;
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}
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inline bool FacingRange(DSWActor* a1, DSWActor* a2, DAngle range)
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@ -571,7 +571,7 @@ int DoCheckSwarm(DSWActor* actor)
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if (actor->user.targetActor->user.PlayerP)
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{
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pp = actor->user.targetActor->user.PlayerP;
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pdist = (actor->spr.pos.XY() - pp->pos.XY()).LengthSquared();
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pdist = (actor->spr.pos.XY() - pp->PlayerNowPosition.XY()).LengthSquared();
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}
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else
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return 0;
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@ -192,7 +192,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
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if ((pp->Flags2 & PF2_INPUT_CAN_TURN_VEHICLE))
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{
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DoPlayerTurnVehicle(pp, input.avel, pp->pos.Z + 10, abs(pp->pos.Z + 10 - pp->sop->floor_loz));
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DoPlayerTurnVehicle(pp, input.avel, pp->PlayerNowPosition.Z + 10, abs(pp->PlayerNowPosition.Z + 10 - pp->sop->floor_loz));
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}
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if ((pp->Flags2 & PF2_INPUT_CAN_TURN_TURRET))
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@ -424,7 +424,7 @@ void JS_ProcessEchoSpot()
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while (auto actor = it.Next())
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{
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double maxdist = SP_TAG4(actor) * maptoworld;
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auto v = actor->spr.pos.XY() - pp->pos.XY();
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auto v = actor->spr.pos.XY() - pp->PlayerNowPosition.XY();
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double dist = abs(v.X) + abs(v.Y);
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if (dist <= maxdist) // tag4 = ang
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@ -598,7 +598,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio)
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// If player is dead still then update at MoveSkip4
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// rate.
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if (pp->pos.X == pp->opos.X && pp->pos.Y == pp->opos.Y && pp->pos.Z == pp->opos.Z)
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if (pp->PlayerNowPosition.X == pp->opos.X && pp->PlayerNowPosition.Y == pp->opos.Y && pp->PlayerNowPosition.Z == pp->opos.Z)
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DoCam = true;
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@ -612,7 +612,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio)
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if (TEST_BOOL11(camactor) && numplayers > 1)
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{
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drawroomstotile(cp->pos, cp->angle.ang, cp->horizon.horiz, cp->cursector, mirror[cnt].campic, smoothratio);
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drawroomstotile(cp->PlayerNowPosition, cp->angle.ang, cp->horizon.horiz, cp->cursector, mirror[cnt].campic, smoothratio);
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}
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else
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{
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@ -1256,7 +1256,7 @@ int PlayerInitChemBomb(PLAYER* pp)
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if (!pp->insector())
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return 0;
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auto pos = pp->pos.plusZ(pp->bob_z + 8);
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auto pos = pp->PlayerNowPosition.plusZ(pp->bob_z + 8);
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// Spawn a shot
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// Inserting and setting up variables
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@ -1630,7 +1630,7 @@ int PlayerInitCaltrops(PLAYER* pp)
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if (!pp->insector())
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return 0;
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auto pos = pp->pos.plusZ(pp->bob_z + 8);
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auto pos = pp->PlayerNowPosition.plusZ(pp->bob_z + 8);
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auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector, pos, pp->angle.ang, (CHEMBOMB_VELOCITY + RandomRangeF(CHEMBOMB_VELOCITY)) / 2);
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@ -60,7 +60,7 @@ Collision MultiClipMove(PLAYER* pp, double zz, double floordist)
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// move the box to position instead of using offset- this prevents small rounding errors
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// allowing you to move through wall
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DAngle ang = (pp->angle.ang + sop->clipbox_ang[i]);
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DVector3 spos(pp->pos, zz);
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DVector3 spos(pp->PlayerNowPosition, zz);
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DVector2 vect = ang.ToVector() * sop->clipbox_vdist[i];
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Collision coll;
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@ -73,7 +73,7 @@ Collision MultiClipMove(PLAYER* pp, double zz, double floordist)
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min_dist = 0;
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min_ndx = i;
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// ox is where it should be
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opos[i].XY() = pp->pos + ang.ToVector() * sop->clipbox_vdist[i];
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opos[i].XY() = pp->PlayerNowPosition + ang.ToVector() * sop->clipbox_vdist[i];
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// spos.x is where it hit
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pos[i].XY() = spos.XY();
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@ -111,7 +111,7 @@ Collision MultiClipMove(PLAYER* pp, double zz, double floordist)
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}
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// put posx and y off from offset
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pp->pos.XY() += pos[min_ndx].XY() - opos[min_ndx].XY();
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pp->PlayerNowPosition.XY() += pos[min_ndx].XY() - opos[min_ndx].XY();
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return min_ret;
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}
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@ -133,7 +133,7 @@ int MultiClipTurn(PLAYER* pp, DAngle new_ang, double zz, double floordist)
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{
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DAngle ang = new_ang + sop->clipbox_ang[i];
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DVector3 spos(pp->pos, zz);
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DVector3 spos(pp->PlayerNowPosition, zz);
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DVector2 vect = ang.ToVector() * sop->clipbox_vdist[i];
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Collision coll;
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@ -207,7 +207,7 @@ int RectClipMove(PLAYER* pp, DVector2* qpos)
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//Given the 4 points: x[4], y[4]
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if (testquadinsect(&point_num, xy, pp->cursector))
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{
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pp->pos += pvect;
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pp->PlayerNowPosition += pvect;
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return true;
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}
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@ -223,7 +223,7 @@ int RectClipMove(PLAYER* pp, DVector2* qpos)
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}
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if (testquadinsect(&point_num, xy, pp->cursector))
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{
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pp->pos.XY() += { -pvect.X * 0.5, pvect.X * 0.5 };
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pp->PlayerNowPosition.XY() += { -pvect.X * 0.5, pvect.X * 0.5 };
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}
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return false;
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@ -238,7 +238,7 @@ int RectClipMove(PLAYER* pp, DVector2* qpos)
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}
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if (testquadinsect(&point_num, xy, pp->cursector))
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{
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pp->pos.XY() += { pvect.X * 0.5, -pvect.X * 0.5 };
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pp->PlayerNowPosition.XY() += { pvect.X * 0.5, -pvect.X * 0.5 };
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}
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return false;
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@ -264,7 +264,7 @@ short RectClipTurn(PLAYER* pp, DAngle new_angl, DVector2* qpos, DVector2* opos)
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rot_angl = new_angl + sop->spin_ang - sop->ang_orig;
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for (i = 0; i < 4; i++)
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{
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xy[i] = rotatepoint(pp->pos.XY(), opos[i], rot_angl);
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xy[i] = rotatepoint(pp->PlayerNowPosition.XY(), opos[i], rot_angl);
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// cannot use sop->xmid and ymid because the SO is off the map at this point
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}
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@ -2392,7 +2392,7 @@ void InitPlayerSprite(PLAYER* pp)
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COVER_SetReverb(0); // Turn off any echoing that may have been going before
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pp->Reverb = 0;
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auto actor = SpawnActor(STAT_PLAYER0 + pnum, NINJA_RUN_R0, nullptr, pp->cursector, pp->pos, pp->angle.ang);
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auto actor = SpawnActor(STAT_PLAYER0 + pnum, NINJA_RUN_R0, nullptr, pp->cursector, pp->PlayerNowPosition, pp->angle.ang);
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pp->actor = actor;
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pp->pnum = pnum;
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@ -2465,7 +2465,7 @@ void SpawnPlayerUnderSprite(PLAYER* pp)
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int pnum = int(pp - Player);
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pp->PlayerUnderActor = SpawnActor(STAT_PLAYER_UNDER0 + pnum,
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NINJA_RUN_R0, nullptr, pp->cursector, pp->pos, pp->angle.ang);
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NINJA_RUN_R0, nullptr, pp->cursector, pp->PlayerNowPosition, pp->angle.ang);
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DSWActor* actor = pp->PlayerUnderActor;
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@ -56,9 +56,9 @@ BEGIN_SW_NS
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void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
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{
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Player->pos = DVector3(x,y,z);
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Player->PlayerNowPosition = DVector3(x,y,z);
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Player->opos = Player->pos;
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Player->opos = Player->PlayerNowPosition;
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if (ang != DAngle::fromDeg(INT_MIN))
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{
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File diff suppressed because it is too large
Load diff
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@ -195,7 +195,7 @@ void QuakeViewChange(PLAYER* pp, DVector3& tpos, DAngle& tang)
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SWStatIterator it(STAT_QUAKE_ON);
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while ((actor = it.Next()))
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{
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auto dist = (pp->pos - actor->spr.pos).Length();
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auto dist = (pp->PlayerNowPosition - actor->spr.pos).Length();
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// shake whole level
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if (QUAKE_TestDontTaper(actor))
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@ -277,7 +277,7 @@ void SpawnQuake(sectortype* sect, const DVector3& pos, int tics, int amt, int ra
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bool SetQuake(PLAYER* pp, short tics, short amt)
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{
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SpawnQuake(pp->cursector, pp->pos, tics, amt, 30000);
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SpawnQuake(pp->cursector, pp->PlayerNowPosition, tics, amt, 30000);
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return false;
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}
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@ -295,7 +295,7 @@ int SetGunQuake(DSWActor* actor)
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int SetPlayerQuake(PLAYER* pp)
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{
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SpawnQuake(pp->cursector, pp->pos, 40, 8, 40000);
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SpawnQuake(pp->cursector, pp->PlayerNowPosition, 40, 8, 40000);
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return 0;
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}
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@ -435,9 +435,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
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{
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if (arc.BeginObject(keyname))
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{
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arc("x", w.pos.X)
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("y", w.pos.Y)
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("z", w.pos.Z)
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arc("x", w.PlayerNowPosition.X)
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("y", w.PlayerNowPosition.Y)
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("z", w.PlayerNowPosition.Z)
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("lv_sectnum", w.lv_sector)
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("lv_x", w.lv.X)
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("lv_y", w.lv.Y)
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@ -574,7 +574,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
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}
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if (arc.isReading())
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{
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w.opos = w.pos;
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w.opos = w.PlayerNowPosition;
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w.ovect = w.vect;
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w.obob_z = w.bob_z;
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w.input = {};
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@ -1549,7 +1549,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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{
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pp = GlobPlayerP;
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if (!FAFcansee(pp->pos, pp->cursector, actor->spr.pos.plusZ(ActorSizeZ(actor) * -0.5), actor->sector()))
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if (!FAFcansee(pp->PlayerNowPosition, pp->cursector, actor->spr.pos.plusZ(ActorSizeZ(actor) * -0.5), actor->sector()))
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return false;
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}
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@ -2027,7 +2027,7 @@ void OperateTripTrigger(PLAYER* pp)
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{
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if (actor->user.Flags & (SPR_WAIT_FOR_TRIGGER))
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{
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if ((actor->spr.pos.XY() - pp->pos.XY()).Length() < dist)
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if ((actor->spr.pos.XY() - pp->PlayerNowPosition.XY()).Length() < dist)
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{
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actor->user.targetActor = pp->actor;
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actor->user.Flags &= ~(SPR_WAIT_FOR_TRIGGER);
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@ -2140,7 +2140,7 @@ bool NearThings(PLAYER* pp)
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return false;
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}
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neartag(pp->pos, pp->cursector, pp->angle.ang, near, 64., NT_Lotag | NT_Hitag);
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neartag(pp->PlayerNowPosition, pp->cursector, pp->angle.ang, near, 64., NT_Lotag | NT_Hitag);
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// hit a sprite? Check to see if it has sound info in it!
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@ -2173,12 +2173,12 @@ bool NearThings(PLAYER* pp)
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{
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HitInfo hit{};
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FAFhitscan(pp->pos.plusZ(-30), pp->cursector, DVector3(pp->angle.ang.ToVector() * 1024, 0), hit, CLIPMASK_MISSILE);
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FAFhitscan(pp->PlayerNowPosition.plusZ(-30), pp->cursector, DVector3(pp->angle.ang.ToVector() * 1024, 0), hit, CLIPMASK_MISSILE);
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if (hit.hitSector == nullptr)
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return false;
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if ((hit.hitpos.XY() - pp->pos.XY()).Length() > 93.75)
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if ((hit.hitpos.XY() - pp->PlayerNowPosition.XY()).Length() > 93.75)
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return false;
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// hit a sprite?
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@ -2221,7 +2221,7 @@ void NearTagList(NEAR_TAG_INFO* ntip, PLAYER* pp, double z, double dist, int typ
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HitInfo near;
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neartag(DVector3(pp->pos.XY(), z), pp->cursector, pp->angle.ang, near, dist, type);
|
||||
neartag(DVector3(pp->PlayerNowPosition.XY(), z), pp->cursector, pp->angle.ang, near, dist, type);
|
||||
|
||||
if (near.hitSector != nullptr)
|
||||
{
|
||||
|
@ -2346,7 +2346,7 @@ int DoPlayerGrabStar(PLAYER* pp)
|
|||
auto actor = StarQueue[i];
|
||||
if (actor != nullptr)
|
||||
{
|
||||
if ((actor->spr.pos - pp->pos).plusZ(12).Length() < 31.25)
|
||||
if ((actor->spr.pos - pp->PlayerNowPosition).plusZ(12).Length() < 31.25)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
@ -2404,7 +2404,7 @@ void PlayerOperateEnv(PLAYER* pp)
|
|||
NearThings(pp); // Check for player sound specified in a level sprite
|
||||
}
|
||||
|
||||
BuildNearTagList(nti, sizeof(nti), pp, pp->pos.Z, 128, NT_Lotag | NT_Hitag, 8);
|
||||
BuildNearTagList(nti, sizeof(nti), pp, pp->PlayerNowPosition.Z, 128, NT_Lotag | NT_Hitag, 8);
|
||||
|
||||
found = false;
|
||||
|
||||
|
@ -2935,7 +2935,7 @@ void DoSector(void)
|
|||
}
|
||||
else
|
||||
{
|
||||
double dist = (pp->pos.XY() - sop->pmid.XY()).Length();
|
||||
double dist = (pp->PlayerNowPosition.XY() - sop->pmid.XY()).Length();
|
||||
if (dist < min_dist)
|
||||
min_dist = dist;
|
||||
}
|
||||
|
|
|
@ -122,7 +122,7 @@ short SoundDist(const DVector3& pos, int basedist)
|
|||
double sqrdist;
|
||||
extern short screenpeek;
|
||||
|
||||
double distance = (Player[screenpeek].pos - pos).Length() * 16;
|
||||
double distance = (Player[screenpeek].PlayerNowPosition - pos).Length() * 16;
|
||||
|
||||
if (basedist < 0) // if basedist is negative
|
||||
{
|
||||
|
@ -374,7 +374,7 @@ static void UpdateAmbients()
|
|||
if (sdist < 255 && amb->vocIndex.index() == DIGI_WHIPME)
|
||||
{
|
||||
PLAYER* pp = Player + screenpeek;
|
||||
if (!FAFcansee(spot->spr.pos, spot->sector(), pp->pos, pp->cursector))
|
||||
if (!FAFcansee(spot->spr.pos, spot->sector(), pp->PlayerNowPosition, pp->cursector))
|
||||
{
|
||||
sdist = 255;
|
||||
}
|
||||
|
@ -513,7 +513,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
|
|||
if (pos != nullptr)
|
||||
{
|
||||
PLAYER* pp = Player + screenpeek;
|
||||
FVector3 campos = GetSoundPos(pp->pos);
|
||||
FVector3 campos = GetSoundPos(pp->PlayerNowPosition);
|
||||
DVector3 vPos = {};
|
||||
bool pancheck = false;
|
||||
|
||||
|
@ -527,7 +527,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
|
|||
}
|
||||
else if (type == SOURCE_Actor || type == SOURCE_Player)
|
||||
{
|
||||
vPos = type == SOURCE_Actor ? ((DSWActor*)source)->spr.pos : ((PLAYER*)source)->pos;
|
||||
vPos = type == SOURCE_Actor ? ((DSWActor*)source)->spr.pos : ((PLAYER*)source)->PlayerNowPosition;
|
||||
pancheck = true;
|
||||
FVector3 npos = GetSoundPos(vPos);
|
||||
|
||||
|
@ -556,7 +556,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
|
|||
// Can the ambient sound see the player? If not, tone it down some.
|
||||
if ((chanflags & CHANF_LOOP))
|
||||
{
|
||||
if (!FAFcansee(vPos, spot->sector(), pp->pos, pp->cursector))
|
||||
if (!FAFcansee(vPos, spot->sector(), pp->PlayerNowPosition, pp->cursector))
|
||||
{
|
||||
auto distvec = npos - campos;
|
||||
npos = campos + distvec * 1.75f; // Play more quietly
|
||||
|
@ -599,13 +599,13 @@ void GameInterface::UpdateSounds(void)
|
|||
if (TEST_BOOL1(rsp))
|
||||
tang = rsp->spr.angle;
|
||||
else
|
||||
tang = (pp->sop_remote->pmid.XY() - pp->pos.XY()).Angle();
|
||||
tang = (pp->sop_remote->pmid.XY() - pp->PlayerNowPosition.XY()).Angle();
|
||||
}
|
||||
else tang = pp->angle.ang;
|
||||
|
||||
listener.angle = float(-tang.Radians());
|
||||
listener.velocity.Zero();
|
||||
listener.position = GetSoundPos(pp->pos);
|
||||
listener.position = GetSoundPos(pp->PlayerNowPosition);
|
||||
listener.underwater = false;
|
||||
// This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
|
||||
// listenactor->waterlevel == 3;
|
||||
|
@ -649,7 +649,7 @@ int _PlaySound(int num, DSWActor* actor, PLAYER* pp, const DVector3* const ppos,
|
|||
}
|
||||
else if (pp && !ppos)
|
||||
{
|
||||
pos = pp->pos;
|
||||
pos = pp->PlayerNowPosition;
|
||||
pp = nullptr;
|
||||
sourcetype = SOURCE_Unattached;
|
||||
}
|
||||
|
|
|
@ -1543,8 +1543,8 @@ void PreMapCombineFloors(void)
|
|||
{
|
||||
if (itsect == dasect)
|
||||
{
|
||||
pp->pos += dv;
|
||||
pp->opos.XY() = pp->oldpos.XY() = pp->pos.XY();
|
||||
pp->PlayerNowPosition += dv;
|
||||
pp->opos.XY() = pp->oldpos.XY() = pp->PlayerNowPosition.XY();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -5134,7 +5134,7 @@ int DoGet(DSWActor* actor)
|
|||
if (pp->Flags & (PF_DEAD))
|
||||
continue;
|
||||
|
||||
double dist = (pp->pos.XY() - actor->spr.pos).Length();
|
||||
double dist = (pp->PlayerNowPosition.XY() - actor->spr.pos).Length();
|
||||
if ((unsigned)dist > (plActor->user.fRadius() + actor->user.fRadius()))
|
||||
{
|
||||
continue;
|
||||
|
@ -5147,7 +5147,7 @@ int DoGet(DSWActor* actor)
|
|||
|
||||
auto cstat_bak = actor->spr.cstat;
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
can_see = FAFcansee(actor->spr.pos, actor->sector(), pp->pos, pp->cursector);
|
||||
can_see = FAFcansee(actor->spr.pos, actor->sector(), pp->PlayerNowPosition, pp->cursector);
|
||||
actor->spr.cstat = cstat_bak;
|
||||
|
||||
if (!can_see)
|
||||
|
@ -6181,7 +6181,7 @@ void SpriteControl(void)
|
|||
pp = &Player[pnum];
|
||||
|
||||
// Only update the ones closest
|
||||
double dist = (pp->pos.XY() - actor->spr.pos.XY()).Length();
|
||||
double dist = (pp->PlayerNowPosition.XY() - actor->spr.pos.XY()).Length();
|
||||
|
||||
AdjustActiveRange(pp, actor, dist);
|
||||
|
||||
|
|
|
@ -797,7 +797,7 @@ void BossHealthMeter(void)
|
|||
DSWActor* actor = BossSpriteNum[i];
|
||||
if (actor != nullptr && !bosswasseen[i])
|
||||
{
|
||||
if (cansee(ActorVectOfTop(actor), actor->sector(), pp->pos.plusZ(-40), pp->cursector))
|
||||
if (cansee(ActorVectOfTop(actor), actor->sector(), pp->PlayerNowPosition.plusZ(-40), pp->cursector))
|
||||
{
|
||||
if (i == 0 && !bosswasseen[0])
|
||||
{
|
||||
|
|
|
@ -1481,13 +1481,13 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
|
|||
pp->Flags |= (PF_PLAYER_RIDING);
|
||||
|
||||
pp->RevolveAng = pp->angle.ang;
|
||||
pp->Revolve.XY() = pp->pos.XY();
|
||||
pp->Revolve.XY() = pp->PlayerNowPosition.XY();
|
||||
|
||||
// set the delta angle to 0 when moving
|
||||
pp->RevolveDeltaAng = nullAngle;
|
||||
}
|
||||
|
||||
pp->pos += move;
|
||||
pp->PlayerNowPosition += move;
|
||||
|
||||
if ((sop->flags & SOBJ_DONT_ROTATE))
|
||||
{
|
||||
|
@ -1503,7 +1503,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
|
|||
// moving then you
|
||||
// know where he was last
|
||||
pp->RevolveAng = pp->angle.ang;
|
||||
pp->Revolve.XY() = pp->pos.XY();
|
||||
pp->Revolve.XY() = pp->PlayerNowPosition.XY();
|
||||
|
||||
// set the delta angle to 0 when moving
|
||||
pp->RevolveDeltaAng = nullAngle;
|
||||
|
@ -1522,7 +1522,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
|
|||
// increment Players delta angle
|
||||
pp->RevolveDeltaAng += GlobSpeedSO;
|
||||
|
||||
pp->pos.XY() = rotatepoint(sop->pmid.XY(), pp->Revolve.XY(), pp->RevolveDeltaAng);
|
||||
pp->PlayerNowPosition.XY() = rotatepoint(sop->pmid.XY(), pp->Revolve.XY(), pp->RevolveDeltaAng);
|
||||
|
||||
// THIS WAS CAUSING PROLEMS!!!!
|
||||
// Sectors are still being manipulated so you can end up in a void (-1) sector
|
||||
|
@ -1735,7 +1735,7 @@ PlayerPart:
|
|||
// prevents you from falling into map HOLEs created by moving
|
||||
// Sectors and sprites around.
|
||||
//if (!SO_EMPTY(sop))
|
||||
updatesector(pp->pos, &pp->cursector);
|
||||
updatesector(pp->PlayerNowPosition, &pp->cursector);
|
||||
|
||||
// in case you are in a whirlpool
|
||||
// move perfectly with the ride in the z direction
|
||||
|
@ -1743,7 +1743,7 @@ PlayerPart:
|
|||
{
|
||||
// move up some for really fast moving plats
|
||||
DoPlayerZrange(pp);
|
||||
pp->pos.Z = pp->loz - PLAYER_CRAWL_HEIGHTF;
|
||||
pp->PlayerNowPosition.Z = pp->loz - PLAYER_CRAWL_HEIGHTF;
|
||||
pp->actor->spr.pos.Z = pp->loz;
|
||||
}
|
||||
else
|
||||
|
@ -1753,7 +1753,7 @@ PlayerPart:
|
|||
|
||||
if (!(pp->Flags & (PF_JUMPING | PF_FALLING | PF_FLYING)))
|
||||
{
|
||||
pp->pos.Z = pp->loz - PLAYER_HEIGHTF;
|
||||
pp->PlayerNowPosition.Z = pp->loz - PLAYER_HEIGHTF;
|
||||
pp->actor->spr.pos.Z = pp->loz;
|
||||
}
|
||||
}
|
||||
|
@ -3338,7 +3338,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics)
|
|||
{
|
||||
pp = &Player[pnum];
|
||||
|
||||
if ((actor->spr.pos.XY() - pp->pos.XY()).Length() < actor->user.Dist)
|
||||
if ((actor->spr.pos.XY() - pp->PlayerNowPosition.XY()).Length() < actor->user.Dist)
|
||||
{
|
||||
actor->user.targetActor = pp->actor;
|
||||
actor->user.Flags &= ~(SPR_WAIT_FOR_PLAYER);
|
||||
|
|
|
@ -106,7 +106,7 @@ void VisViewChange(PLAYER* pp, int *vis)
|
|||
}
|
||||
|
||||
// save off the brightest vis that you can see
|
||||
if (FAFcansee(pp->pos, pp->cursector, pos, sectp))
|
||||
if (FAFcansee(pp->PlayerNowPosition, pp->cursector, pos, sectp))
|
||||
{
|
||||
if (VIS_VisCur(actor) < BrightestVis)
|
||||
BrightestVis = VIS_VisCur(actor);
|
||||
|
|
|
@ -11500,7 +11500,7 @@ int DoRing(DSWActor* actor)
|
|||
double z;
|
||||
// move the center with the player
|
||||
if (pp)
|
||||
z = pp->pos.Z + 20;
|
||||
z = pp->PlayerNowPosition.Z + 20;
|
||||
else
|
||||
z = ActorZOfMiddle(own) + 30;
|
||||
|
||||
|
@ -11594,7 +11594,7 @@ void InitSpellRing(PLAYER* pp)
|
|||
|
||||
for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++)
|
||||
{
|
||||
auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursector, pp->pos, ang, 0);
|
||||
auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursector, pp->PlayerNowPosition, ang, 0);
|
||||
|
||||
actorNew->spr.hitag = LUMINOUS; //Always full brightness
|
||||
actorNew->vel.X = 31.25;
|
||||
|
@ -11612,7 +11612,7 @@ void InitSpellRing(PLAYER* pp)
|
|||
|
||||
// put it out there
|
||||
actorNew->spr.pos += actorNew->spr.angle.ToVector() * actorNew->user.Dist;
|
||||
actorNew->spr.pos.Z += pp->pos.Z + 20 - (actorNew->user.Dist * pp->horizon.horiz.Tan() * 2.); // horizon math sucks...
|
||||
actorNew->spr.pos.Z += pp->PlayerNowPosition.Z + 20 - (actorNew->user.Dist * pp->horizon.horiz.Tan() * 2.); // horizon math sucks...
|
||||
|
||||
actorNew->spr.angle += DAngle90;
|
||||
|
||||
|
@ -11971,7 +11971,7 @@ void InitSpellNapalm(PLAYER* pp)
|
|||
for (i = 0; i < SIZ(mp); i++)
|
||||
{
|
||||
auto actor = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, pp->cursector,
|
||||
pp->pos.plusZ(12), pp->angle.ang, NAPALM_VELOCITY*2);
|
||||
pp->PlayerNowPosition.plusZ(12), pp->angle.ang, NAPALM_VELOCITY*2);
|
||||
|
||||
actor->spr.hitag = LUMINOUS; //Always full brightness
|
||||
|
||||
|
@ -12106,7 +12106,7 @@ int InitSpellMirv(PLAYER* pp)
|
|||
if (!pp->insector())
|
||||
return 0;
|
||||
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursector, pp->pos.plusZ(12), pp->angle.ang, MIRV_VELOCITY);
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursector, pp->PlayerNowPosition.plusZ(12), pp->angle.ang, MIRV_VELOCITY);
|
||||
|
||||
PlaySound(DIGI_MIRVWIZ, actorNew, v3df_follow);
|
||||
|
||||
|
@ -12228,7 +12228,7 @@ int InitSwordAttack(PLAYER* pp)
|
|||
if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
|
||||
continue;
|
||||
|
||||
double dist = (pp->pos.XY() - itActor->spr.pos.XY()).Length();
|
||||
double dist = (pp->PlayerNowPosition.XY() - itActor->spr.pos.XY()).Length();
|
||||
|
||||
face = mapangle(200);
|
||||
|
||||
|
@ -12250,12 +12250,12 @@ int InitSwordAttack(PLAYER* pp)
|
|||
double dax = 1024., daz = 0;
|
||||
DAngle daang = pp->angle.ang;
|
||||
setFreeAimVelocity(dax, daz, pp->horizon.horiz, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
|
||||
FAFhitscan(pp->pos, pp->cursector, DVector3(pp->angle.ang.ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
|
||||
FAFhitscan(pp->PlayerNowPosition, pp->cursector, DVector3(pp->angle.ang.ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
|
||||
|
||||
if (hit.hitSector == nullptr)
|
||||
return 0;
|
||||
|
||||
if ((pp->pos - hit.hitpos).Length() < 43.75)
|
||||
if ((pp->PlayerNowPosition - hit.hitpos).Length() < 43.75)
|
||||
{
|
||||
|
||||
if (hit.actor() != nullptr)
|
||||
|
@ -12393,7 +12393,7 @@ int InitFistAttack(PLAYER* pp)
|
|||
if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
|
||||
continue;
|
||||
|
||||
double dist = (pp->pos.XY() - itActor->spr.pos.XY()).Length();
|
||||
double dist = (pp->PlayerNowPosition.XY() - itActor->spr.pos.XY()).Length();
|
||||
bool iactive = pp->InventoryActive[2];
|
||||
if (iactive) // Shadow Bombs give you demon fist
|
||||
{
|
||||
|
@ -12428,12 +12428,12 @@ int InitFistAttack(PLAYER* pp)
|
|||
double dax = 1024., daz = 0;
|
||||
auto daang = pp->angle.ang;
|
||||
setFreeAimVelocity(dax, daz, pp->horizon.horiz, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
|
||||
FAFhitscan(pp->pos, pp->cursector, DVector3(pp->angle.ang.ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
|
||||
FAFhitscan(pp->PlayerNowPosition, pp->cursector, DVector3(pp->angle.ang.ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
|
||||
|
||||
if (hit.hitSector == nullptr)
|
||||
return 0;
|
||||
|
||||
if ((pp->pos - hit.hitpos).Length() < 43.75)
|
||||
if ((pp->PlayerNowPosition - hit.hitpos).Length() < 43.75)
|
||||
{
|
||||
|
||||
if (hit.actor() != nullptr)
|
||||
|
@ -12975,7 +12975,7 @@ int InitStar(PLAYER* pp)
|
|||
if (!pp->insector())
|
||||
return 0;
|
||||
|
||||
auto pos = pp->pos.plusZ(pp->bob_z + 8);
|
||||
auto pos = pp->PlayerNowPosition.plusZ(pp->bob_z + 8);
|
||||
|
||||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
@ -13080,7 +13080,7 @@ void InitHeartAttack(PLAYER* pp)
|
|||
return;
|
||||
|
||||
auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, BLOOD_WORM, s_BloodWorm, pp->cursector,
|
||||
pp->pos.plusZ(12), pp->angle.ang, BLOOD_WORM_VELOCITY*2);
|
||||
pp->PlayerNowPosition.plusZ(12), pp->angle.ang, BLOOD_WORM_VELOCITY*2);
|
||||
|
||||
actorNew->spr.hitag = LUMINOUS; //Always full brightness
|
||||
|
||||
|
@ -13223,7 +13223,7 @@ int InitShotgun(PLAYER* pp)
|
|||
}
|
||||
}
|
||||
|
||||
auto pos = pp->pos.plusZ(pp->bob_z);
|
||||
auto pos = pp->PlayerNowPosition.plusZ(pp->bob_z);
|
||||
double dax = 1024.;
|
||||
double daz = pos.Z;
|
||||
|
||||
|
@ -13378,7 +13378,7 @@ int InitLaser(PLAYER* pp)
|
|||
if (!pp->insector())
|
||||
return 0;
|
||||
|
||||
auto pos = pp->pos.plusZ(pp->bob_z + 8);
|
||||
auto pos = pp->PlayerNowPosition.plusZ(pp->bob_z + 8);
|
||||
|
||||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
@ -13476,7 +13476,7 @@ int InitRail(PLAYER* pp)
|
|||
if (!pp->insector())
|
||||
return 0;
|
||||
|
||||
auto pos = pp->pos.plusZ(pp->bob_z + 11);
|
||||
auto pos = pp->PlayerNowPosition.plusZ(pp->bob_z + 11);
|
||||
|
||||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
@ -13641,7 +13641,7 @@ int InitRocket(PLAYER* pp)
|
|||
if (!pp->insector())
|
||||
return 0;
|
||||
|
||||
auto pos = pp->pos.plusZ(pp->bob_z + 8);
|
||||
auto pos = pp->PlayerNowPosition.plusZ(pp->bob_z + 8);
|
||||
|
||||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
@ -13748,7 +13748,7 @@ int InitBunnyRocket(PLAYER* pp)
|
|||
if (!pp->insector())
|
||||
return 0;
|
||||
|
||||
auto pos = pp->pos.plusZ(pp->bob_z + 8);
|
||||
auto pos = pp->PlayerNowPosition.plusZ(pp->bob_z + 8);
|
||||
|
||||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
@ -13850,7 +13850,7 @@ int InitNuke(PLAYER* pp)
|
|||
if (!pp->insector())
|
||||
return 0;
|
||||
|
||||
auto pos = pp->pos.plusZ(pp->bob_z + 8);
|
||||
auto pos = pp->PlayerNowPosition.plusZ(pp->bob_z + 8);
|
||||
|
||||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
@ -14024,7 +14024,7 @@ int InitMicro(PLAYER* pp)
|
|||
{
|
||||
picked = ts->actor;
|
||||
|
||||
angle = (picked->spr.pos.XY() - pp->pos.XY()).Angle();
|
||||
angle = (picked->spr.pos.XY() - pp->PlayerNowPosition.XY()).Angle();
|
||||
|
||||
ts++;
|
||||
}
|
||||
|
@ -14034,7 +14034,7 @@ int InitMicro(PLAYER* pp)
|
|||
angle = pp->angle.ang;
|
||||
}
|
||||
|
||||
auto pos = pp->pos.plusZ(pp->bob_z + 4 + RandomRange(20));
|
||||
auto pos = pp->PlayerNowPosition.plusZ(pp->bob_z + 4 + RandomRange(20));
|
||||
|
||||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
@ -15226,7 +15226,7 @@ int InitTracerUzi(PLAYER* pp)
|
|||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, pp->cursector, pp->pos.plusZ(nz), pp->angle.ang, TRACER_VELOCITY);
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, pp->cursector, pp->PlayerNowPosition.plusZ(nz), pp->angle.ang, TRACER_VELOCITY);
|
||||
|
||||
actorNew->spr.hitag = LUMINOUS; //Always full brightness
|
||||
SetOwner(pp->actor, actorNew);
|
||||
|
@ -15513,7 +15513,7 @@ int InitUzi(PLAYER* pp)
|
|||
if (RANDOM_P2(1024) < 400)
|
||||
InitTracerUzi(pp);
|
||||
|
||||
double nz = (pp->pos.Z + pp->bob_z);
|
||||
double nz = (pp->PlayerNowPosition.Z + pp->bob_z);
|
||||
double dax = 1024.;
|
||||
double daz = nz;
|
||||
DAngle daang = DAngle22_5 / 4;
|
||||
|
@ -15530,7 +15530,7 @@ int InitUzi(PLAYER* pp)
|
|||
|
||||
DVector3 vect(daang.ToVector() * dax, daz);
|
||||
|
||||
FAFhitscan(DVector3(pp->pos.XY(), nz), pp->cursector, vect, hit, CLIPMASK_MISSILE);
|
||||
FAFhitscan(DVector3(pp->PlayerNowPosition.XY(), nz), pp->cursector, vect, hit, CLIPMASK_MISSILE);
|
||||
|
||||
if (hit.hitSector == nullptr)
|
||||
{
|
||||
|
@ -16662,7 +16662,7 @@ int InitGrenade(PLAYER* pp)
|
|||
if (!pp->insector())
|
||||
return 0;
|
||||
|
||||
auto pos = pp->pos.plusZ(pp->bob_z + 8);
|
||||
auto pos = pp->PlayerNowPosition.plusZ(pp->bob_z + 8);
|
||||
|
||||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
@ -16800,7 +16800,7 @@ int InitMine(PLAYER* pp)
|
|||
if (!pp->insector())
|
||||
return 0;
|
||||
|
||||
auto pos = pp->pos.plusZ(pp->bob_z + 8);
|
||||
auto pos = pp->PlayerNowPosition.plusZ(pp->bob_z + 8);
|
||||
|
||||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
@ -16931,7 +16931,7 @@ int InitFireball(PLAYER* pp)
|
|||
if (!pp->insector())
|
||||
return 0;
|
||||
|
||||
auto pos = pp->pos.plusZ(pp->bob_z + 15);
|
||||
auto pos = pp->PlayerNowPosition.plusZ(pp->bob_z + 15);
|
||||
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, pos, pp->angle.ang, FIREBALL_VELOCITY);
|
||||
|
||||
|
@ -18234,7 +18234,7 @@ int DoFloorBlood(DSWActor* actor)
|
|||
{
|
||||
pp = &Player[pnum];
|
||||
|
||||
double dist = (actor->spr.pos.XY() - pp->pos.XY()).Length();
|
||||
double dist = (actor->spr.pos.XY() - pp->PlayerNowPosition.XY()).Length();
|
||||
|
||||
if (dist < FEET_IN_BLOOD_DIST)
|
||||
{
|
||||
|
|
|
@ -40,7 +40,7 @@ inline DAngle AngToSprite(DSWActor* actor, DSWActor* other)
|
|||
|
||||
inline DAngle AngToPlayer(PLAYER* player, DSWActor* other)
|
||||
{
|
||||
return (player->pos - other->spr.pos).Angle();
|
||||
return (player->PlayerNowPosition - other->spr.pos).Angle();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -787,7 +787,7 @@ void SpawnZombie(PLAYER* pp, DSWActor* weaponActor)
|
|||
if (ownerActor == nullptr)
|
||||
return;
|
||||
|
||||
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->pos, pp->angle.ang, 0);
|
||||
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->PlayerNowPosition, pp->angle.ang, 0);
|
||||
SetOwner(actorNew, ownerActor);
|
||||
actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal;
|
||||
actorNew->spr.angle = RandomAngle();
|
||||
|
|
Loading…
Reference in a new issue