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- SetActorZ vectors
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parent
e76dfa5d3c
commit
d8f379c8fa
6 changed files with 16 additions and 17 deletions
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@ -1920,7 +1920,7 @@ int DoCarryFlag(DSWActor* actor)
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{
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DVector3 pos(attached->spr.pos.XY(), ActorZOfMiddle(attached));
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SetActorZ(actor, pos);
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actor->set_int_ang(NORM_ANGLE(attached->int_ang() + 1536));
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actor->spr.angle = attached->spr.angle + DAngle270;
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}
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// not activated yet
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@ -2067,10 +2067,9 @@ int DoCarryFlagNoDet(DSWActor* actor)
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// if no Owner then die
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if (attached != nullptr)
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{
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vec3_t pos = { attached->int_pos().X, attached->int_pos().Y, int_ActorZOfMiddle(attached) };
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SetActorZ(actor, &pos);
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actor->set_int_ang(NORM_ANGLE(attached->int_ang() + 1536));
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actor->set_int_z(attached->int_pos().Z - (int_ActorSizeZ(attached) >> 1));
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SetActorZ(actor, DVector3(attached->spr.pos.XY(), ActorZOfMiddle(attached)));
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actor->spr.angle = attached->spr.angle + DAngle270;
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actor->spr.pos.Z = attached->spr.pos.Z - (ActorSizeZ(attached) * 0.5);
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}
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if (!attached->hasU() || attached->user.Health <= 0)
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@ -1311,7 +1311,7 @@ void DoSpawnTeleporterEffect(DSWActor* actor)
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nx, ny, int_ActorZOfTop(actor) + Z(16),
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actor->int_ang(), 0);
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SetActorZ(effectActor, effectActor->int_pos());
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SetActorZ(effectActor, effectActor->spr.pos);
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effectActor->spr.shade = -40;
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effectActor->spr.xrepeat = effectActor->spr.yrepeat = 42;
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@ -1329,7 +1329,7 @@ void DoSpawnTeleporterEffectPlace(DSWActor* actor)
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actor->int_pos().X, actor->int_pos().Y, int_ActorZOfTop(actor) + Z(16),
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actor->int_ang(), 0);
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SetActorZ(effectActor, effectActor->int_pos());
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SetActorZ(effectActor, effectActor->spr.pos);
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effectActor->spr.shade = -40;
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effectActor->spr.xrepeat = effectActor->spr.yrepeat = 42;
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@ -931,7 +931,7 @@ void DoSpawnSpotsForKill(short match)
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change_actor_stat(actor, STAT_NO_STATE);
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actor->user.ActorActionFunc = DoSpawnSpot;
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actor->user.WaitTics = SP_TAG5(actor) * 15;
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SetActorZ(actor, actor->int_pos());
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SetActorZ(actor, actor->spr.pos);
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// setting for Killed
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actor->user.LastDamage = 1;
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}
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@ -4723,7 +4723,7 @@ int DoGrating(DSWActor* actor)
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actor->clearUser();
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}
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SetActorZ(actor, actor->int_pos());
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SetActorZ(actor, actor->spr.pos);
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return 0;
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}
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@ -6294,7 +6294,7 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in
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// extra processing for Stacks and warping
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if (FAF_ConnectArea(actor->sector()))
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SetActorZ(actor, actor->int_pos());
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SetActorZ(actor, actor->spr.pos);
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if ((actor->sector()->extra & SECTFX_WARP_SECTOR))
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{
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@ -6483,7 +6483,7 @@ Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, i
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}
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if (FAF_ConnectArea(actor->sector()))
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SetActorZ(actor, actor->int_pos());
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SetActorZ(actor, actor->spr.pos);
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if ((actor->sector()->extra & SECTFX_WARP_SECTOR))
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{
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@ -1736,7 +1736,7 @@ PlayerPart:
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// Does not necessarily move with the sector so must accout for
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// moving across sectors
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if (!SO_EMPTY(sop)) // special case for operating SO's
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SetActorZ(sop->so_actors[i], actor->int_pos());
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SetActorZ(sop->so_actors[i], actor->spr.pos);
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}
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actor->user.oangdiff += getincangle(oldang, actor->int_ang());
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@ -1905,7 +1905,7 @@ void UpdateSectorObjectSprites(SECTOR_OBJECT* sop)
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DSWActor* actor = sop->so_actors[i];
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if (!actor) continue;
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SetActorZ(actor, actor->int_pos());
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SetActorZ(actor, actor->spr.pos);
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}
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}
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@ -7965,7 +7965,7 @@ int DoPlasmaFountain(DSWActor* actor)
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if (!attachActor) return 0;
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// move with sprite
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SetActorZ(actor, attachActor->int_pos());
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SetActorZ(actor, attachActor->spr.pos);
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actor->spr.angle = attachActor->spr.angle;
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actor->user.Counter++;
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@ -9450,7 +9450,7 @@ int DoMicro(DSWActor* actor)
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// last smoke
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if ((actor->user.WaitTics -= MISSILEMOVETICS) <= 0)
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{
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SetActorZ(actorNew, actorNew->int_pos());
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SetActorZ(actorNew, actorNew->spr.pos);
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NewStateGroup(actor, &sg_MicroMini[0]);
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actor->spr.xrepeat = actor->spr.yrepeat = 10;
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actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
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@ -16121,7 +16121,7 @@ int InitEnemyUzi(DSWActor* actor)
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// Make sprite shade brighter
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actor->user.Vis = 128;
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SetActorZ(actor, actor->int_pos());
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SetActorZ(actor, actor->spr.pos);
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if (actor->user.ID == ZILLA_RUN_R0)
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{
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@ -18306,7 +18306,7 @@ void QueueLoWangs(DSWActor* actor)
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else
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{
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// move old sprite to new sprite's place
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SetActorZ(LoWangsQueue[LoWangsQueueHead], actor->int_pos());
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SetActorZ(LoWangsQueue[LoWangsQueueHead], actor->spr.pos);
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spawnedActor = LoWangsQueue[LoWangsQueueHead];
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ASSERT(spawnedActor->spr.statnum != MAXSTATUS);
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}
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