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https://github.com/ZDoom/Raze.git
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- SW: Replace PLAYERstruct
xvect
with vect.X
calls.
This commit is contained in:
parent
03da70b3b9
commit
f2497d7d08
8 changed files with 61 additions and 60 deletions
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@ -1243,7 +1243,7 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
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void DoPlayerResetMovement(PLAYERp pp)
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{
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pp->xvect = pp->oxvect = 0;
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pp->vect.X = pp->oxvect = 0;
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pp->yvect = pp->oxvect = 0;
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pp->slide_xvect = 0;
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pp->slide_yvect = 0;
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@ -1581,7 +1581,7 @@ void SlipSlope(PLAYERp pp)
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ang = NORM_ANGLE(ang + 512);
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pp->xvect += MulScale(bcos(ang), pp->cursector->floorheinum, sectu->speed);
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pp->vect.X += MulScale(bcos(ang), pp->cursector->floorheinum, sectu->speed);
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pp->yvect += MulScale(bsin(ang), pp->cursector->floorheinum, sectu->speed);
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}
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@ -2011,10 +2011,10 @@ void DoPlayerMove(PLAYERp pp)
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DoPlayerSlide(pp);
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pp->oxvect = pp->xvect;
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pp->oxvect = pp->vect.X;
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pp->oyvect = pp->yvect;
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pp->xvect += ((pp->input.fvel*synctics*2)<<6);
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pp->vect.X += ((pp->input.fvel*synctics*2)<<6);
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pp->yvect += ((pp->input.svel*synctics*2)<<6);
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friction = pp->friction;
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@ -2023,26 +2023,26 @@ void DoPlayerMove(PLAYERp pp)
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friction -= pp->WadeDepth * 100L;
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}
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pp->xvect = MulScale(pp->xvect, friction, 16);
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pp->vect.X = MulScale(pp->vect.X, friction, 16);
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pp->yvect = MulScale(pp->yvect, friction, 16);
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if (pp->Flags & (PF_FLYING))
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{
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// do a bit of weighted averaging
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pp->xvect = (pp->xvect + (pp->oxvect*1))/2;
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pp->vect.X = (pp->vect.X + (pp->oxvect*1))/2;
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pp->yvect = (pp->yvect + (pp->oyvect*1))/2;
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}
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else if (pp->Flags & (PF_DIVING))
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{
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// do a bit of weighted averaging
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pp->xvect = (pp->xvect + (pp->oxvect*2))/3;
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pp->vect.X = (pp->vect.X + (pp->oxvect*2))/3;
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pp->yvect = (pp->yvect + (pp->oyvect*2))/3;
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}
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if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
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pp->xvect = pp->yvect = 0;
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if (labs(pp->vect.X) < 12800 && labs(pp->yvect) < 12800)
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pp->vect.X = pp->yvect = 0;
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actor->spr.xvel = FindDistance2D(pp->xvect,pp->yvect)>>14;
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actor->spr.xvel = FindDistance2D(pp->vect.X,pp->yvect)>>14;
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if (pp->Flags & (PF_CLIP_CHEAT))
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{
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@ -2052,7 +2052,7 @@ void DoPlayerMove(PLAYERp pp)
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pp->opos.X = pp->pos.X;
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pp->opos.Y = pp->pos.Y;
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}
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pp->pos.X += pp->xvect >> 14;
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pp->pos.X += pp->vect.X >> 14;
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pp->pos.Y += pp->yvect >> 14;
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updatesector(pp->pos.X, pp->pos.Y, §);
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if (sect != nullptr)
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@ -2084,7 +2084,7 @@ void DoPlayerMove(PLAYERp pp)
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actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
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Collision coll;
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updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
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clipmove(pp->pos, &pp->cursector, pp->xvect, pp->yvect, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll);
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clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->yvect, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll);
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actor->spr.cstat = save_cstat;
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PlayerCheckValidMove(pp);
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@ -2255,8 +2255,8 @@ void DoTankTreads(PLAYERp pp)
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if (Prediction)
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return;
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vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
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dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
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vel = FindDistance2D(pp->vect.X>>8, pp->yvect>>8);
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dot = DOT_PRODUCT_2D(pp->vect.X, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
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if (dot < 0)
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reverse = true;
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@ -2367,7 +2367,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
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return;
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// not moving - don't crush
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if ((pp->xvect|pp->yvect) == 0 && pp->input.avel == 0)
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if ((pp->vect.X|pp->yvect) == 0 && pp->input.avel == 0)
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return;
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// main sector
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@ -2415,10 +2415,10 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
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if (actor->spr.pos.Z < sop->crush_z)
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continue;
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int32_t const vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
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int32_t const vel = FindDistance2D(pp->vect.X>>8, pp->yvect>>8);
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if (vel < 9000)
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{
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DoActorBeginSlide(actor, getangle(pp->xvect, pp->yvect), vel/8, 5);
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DoActorBeginSlide(actor, getangle(pp->vect.X, pp->yvect), vel/8, 5);
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if (DoActorSlide(actor))
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continue;
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}
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@ -2536,32 +2536,32 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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else
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pp->Flags |= (PF_PLAYER_MOVED);
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pp->oxvect = pp->xvect;
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pp->oxvect = pp->vect.X;
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pp->oyvect = pp->yvect;
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if (sop->drive_speed)
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{
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pp->xvect = MulScale(pp->input.fvel, sop->drive_speed, 6);
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pp->vect.X = MulScale(pp->input.fvel, sop->drive_speed, 6);
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pp->yvect = MulScale(pp->input.svel, sop->drive_speed, 6);
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// does sliding/momentum
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pp->xvect = (pp->xvect + (pp->oxvect*(sop->drive_slide-1)))/sop->drive_slide;
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pp->vect.X = (pp->vect.X + (pp->oxvect*(sop->drive_slide-1)))/sop->drive_slide;
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pp->yvect = (pp->yvect + (pp->oyvect*(sop->drive_slide-1)))/sop->drive_slide;
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}
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else
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{
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pp->xvect += ((pp->input.fvel*synctics*2)<<6);
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pp->vect.X += ((pp->input.fvel*synctics*2)<<6);
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pp->yvect += ((pp->input.svel*synctics*2)<<6);
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pp->xvect = MulScale(pp->xvect, TANK_FRICTION, 16);
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pp->vect.X = MulScale(pp->vect.X, TANK_FRICTION, 16);
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pp->yvect = MulScale(pp->yvect, TANK_FRICTION, 16);
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pp->xvect = (pp->xvect + (pp->oxvect*1))/2;
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pp->vect.X = (pp->vect.X + (pp->oxvect*1))/2;
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pp->yvect = (pp->yvect + (pp->oyvect*1))/2;
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}
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if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
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pp->xvect = pp->yvect = 0;
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if (labs(pp->vect.X) < 12800 && labs(pp->yvect) < 12800)
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pp->vect.X = pp->yvect = 0;
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pp->lastcursector = pp->cursector;
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z = pp->pos.Z + Z(10);
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@ -2613,7 +2613,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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if (!ret)
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{
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vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
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vel = FindDistance2D(pp->vect.X>>8, pp->yvect>>8);
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if (vel > 13000)
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{
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@ -2643,7 +2643,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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if (vel > 12000)
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{
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pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = 0;
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pp->vect.X = pp->yvect = pp->oxvect = pp->oyvect = 0;
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}
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}
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}
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@ -2664,7 +2664,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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{
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vec3_t clippos = { pp->pos.X, pp->pos.Y, z };
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Collision coll;
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clipmove(clippos, &pp->cursector, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, actor->user.coll);
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clipmove(clippos, &pp->cursector, pp->vect.X, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, actor->user.coll);
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pp->pos.vec2 = clippos.vec2;
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}
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@ -2678,12 +2678,12 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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{
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int vel;
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vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
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vel = FindDistance2D(pp->vect.X>>8, pp->yvect>>8);
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if (vel > 13000)
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{
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VehicleMoveHit(actor);
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pp->slide_xvect = -pp->xvect<<1;
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pp->slide_xvect = -pp->vect.X<<1;
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pp->slide_yvect = -pp->yvect<<1;
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if (!(sop->flags & SOBJ_NO_QUAKE))
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SetPlayerQuake(pp);
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@ -2691,7 +2691,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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if (vel > 12000)
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{
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pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = 0;
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pp->vect.X = pp->yvect = pp->oxvect = pp->oyvect = 0;
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}
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}
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}
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@ -3141,15 +3141,15 @@ void DoPlayerClimb(PLAYERp pp)
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if (Prediction)
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return;
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pp->xvect += ((pp->input.fvel*synctics*2)<<6);
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pp->vect.X += ((pp->input.fvel*synctics*2)<<6);
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pp->yvect += ((pp->input.svel*synctics*2)<<6);
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pp->xvect = MulScale(pp->xvect, PLAYER_CLIMB_FRICTION, 16);
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pp->vect.X = MulScale(pp->vect.X, PLAYER_CLIMB_FRICTION, 16);
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pp->yvect = MulScale(pp->yvect, PLAYER_CLIMB_FRICTION, 16);
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if (labs(pp->xvect) < 12800 && labs(pp->yvect) < 12800)
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pp->xvect = pp->yvect = 0;
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if (labs(pp->vect.X) < 12800 && labs(pp->yvect) < 12800)
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pp->vect.X = pp->yvect = 0;
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climbvel = FindDistance2D(pp->xvect, pp->yvect)>>9;
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dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
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climbvel = FindDistance2D(pp->vect.X, pp->yvect)>>9;
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dot = DOT_PRODUCT_2D(pp->vect.X, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
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if (dot < 0)
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climbvel = -climbvel;
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@ -3670,7 +3670,7 @@ bool PlayerOnLadder(PLAYERp pp)
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neartag(pp->pos, pp->cursector, pp->angle.ang.asbuild(), near, 1024 + 768, NTAG_SEARCH_LO_HI);
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dir = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
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dir = DOT_PRODUCT_2D(pp->vect.X, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
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if (dir < 0)
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return false;
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@ -5053,7 +5053,7 @@ void PlayerToRemote(PLAYERp pp)
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pp->remote.posy = pp->pos.Y;
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pp->remote.posz = pp->pos.Z;
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pp->remote.xvect = pp->xvect;
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pp->remote.xvect = pp->vect.X;
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pp->remote.yvect = pp->yvect;
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pp->remote.oxvect = pp->oxvect;
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pp->remote.oyvect = pp->oyvect;
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@ -5070,7 +5070,7 @@ void RemoteToPlayer(PLAYERp pp)
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pp->pos.Y = pp->remote.posy;
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pp->pos.Z = pp->remote.posz;
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pp->xvect = pp->remote.xvect;
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pp->vect.X = pp->remote.xvect;
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pp->yvect = pp->remote.yvect;
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pp->oxvect = pp->remote.oxvect;
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pp->oyvect = pp->remote.oyvect;
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@ -5088,7 +5088,7 @@ void PlayerRemoteReset(PLAYERp pp, sectortype* sect)
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pp->pos.Y = rsp->spr.pos.Y;
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pp->pos.Z = sect->floorz - PLAYER_HEIGHT;
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pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = pp->slide_xvect = pp->slide_yvect = 0;
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pp->vect.X = pp->yvect = pp->oxvect = pp->oyvect = pp->slide_xvect = pp->slide_yvect = 0;
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UpdatePlayerSprite(pp);
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}
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@ -7086,7 +7086,7 @@ DEFINE_FIELD_X(SWPlayer, PLAYERstruct, circle_camera_dist)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siy)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siz)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siang)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, xvect)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, xvect)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, yvect)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oxvect)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oyvect)
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