removed two leftover floatification helpers.

This commit is contained in:
Christoph Oelckers 2023-09-28 11:43:14 +02:00
parent aea46548bd
commit f46db83ab3
5 changed files with 23 additions and 25 deletions

View file

@ -1232,7 +1232,7 @@ void nnExtProcessSuperSprites()
if (!vector) if (!vector)
pSight->spr.cstat |= CSTAT_SPRITE_BLOCK_HITSCAN; pSight->spr.cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
HitScan(pPlayer->actor, pPlayer->zWeapon, pPlayer->flt_aim(), CLIPMASK0 | CLIPMASK1, 0); HitScan(pPlayer->actor, pPlayer->zWeapon, pPlayer->aim, CLIPMASK0 | CLIPMASK1, 0);
if (!vector) if (!vector)
pSight->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN; pSight->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
@ -4627,7 +4627,7 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
double range = arg3 * 2; double range = arg3 * 2;
if ((pPlayer = getPlayerById(objActor->spr.type)) != NULL) if ((pPlayer = getPlayerById(objActor->spr.type)) != NULL)
var = HitScan(objActor, pPlayer->zWeapon, pPlayer->flt_aim(), arg1, range); var = HitScan(objActor, pPlayer->zWeapon, pPlayer->aim, arg1, range);
else if (objActor->IsDudeActor()) else if (objActor->IsDudeActor())
var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.Angles.Yaw.ToVector(), (!objActor->hasX()) ? 0 : objActor->dudeSlope), arg1, range); var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.Angles.Yaw.ToVector(), (!objActor->hasX()) ? 0 : objActor->dudeSlope), arg1, range);
else if ((objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR) else if ((objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR)

View file

@ -2255,7 +2255,7 @@ int UseAmmo(PLAYER* pPlayer, int nAmmoType, int nDec)
void voodooTarget(PLAYER* pPlayer) void voodooTarget(PLAYER* pPlayer)
{ {
DBloodActor* actor = pPlayer->actor; DBloodActor* actor = pPlayer->actor;
double aimz = pPlayer->flt_aim().Z; double aimz = pPlayer->aim.Z;
double dz = pPlayer->zWeapon - pPlayer->actor->spr.pos.Z; double dz = pPlayer->zWeapon - pPlayer->actor->spr.pos.Z;
if (UseAmmo(pPlayer, 9, 0) < 8) if (UseAmmo(pPlayer, 9, 0) < 8)
{ {

View file

@ -136,8 +136,6 @@ struct PLAYER
double throwPower; double throwPower;
DVector3 aim; // world DVector3 aim; // world
DVector3 relAim; // relative DVector3 relAim; // relative
DVector3 flt_aim() const { return aim; }
DVector3 flt_relAim() const { return relAim; }
TObjPtr<DBloodActor*> aimTarget; // aim target sprite TObjPtr<DBloodActor*> aimTarget; // aim target sprite
int aimTargetsCount; int aimTargetsCount;
TObjPtr<DBloodActor*> aimTargets[16]; TObjPtr<DBloodActor*> aimTargets[16];

View file

@ -113,10 +113,10 @@ GameStats GameInterface::getStats()
void viewDrawAimedPlayerName(PLAYER* pPlayer) void viewDrawAimedPlayerName(PLAYER* pPlayer)
{ {
if (!cl_idplayers || (pPlayer->flt_aim().XY().isZero())) if (!cl_idplayers || (pPlayer->aim.XY().isZero()))
return; return;
int hit = HitScan(pPlayer->actor, pPlayer->zView, pPlayer->flt_aim(), CLIPMASK0, 512); int hit = HitScan(pPlayer->actor, pPlayer->zView, pPlayer->aim, CLIPMASK0, 512);
if (hit == 3) if (hit == 3)
{ {
auto actor = gHitInfo.actor(); auto actor = gHitInfo.actor();

View file

@ -1169,7 +1169,7 @@ void FirePitchfork(int, PLAYER* pPlayer)
double r2 = Random2F(2000, 14); double r2 = Random2F(2000, 14);
double r3 = Random2F(2000, 14); double r3 = Random2F(2000, 14);
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
actFireVector(actor, (2 * i - 3) * 2.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r1, r2, r3), kVectorTine); actFireVector(actor, (2 * i - 3) * 2.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->aim + DVector3(r1, r2, r3), kVectorTine);
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
@ -1180,7 +1180,7 @@ void FirePitchfork(int, PLAYER* pPlayer)
void FireSpray(int, PLAYER* pPlayer) void FireSpray(int, PLAYER* pPlayer)
{ {
playerFireMissile(pPlayer, 0, pPlayer->flt_aim(), kMissileFlameSpray); playerFireMissile(pPlayer, 0, pPlayer->aim, kMissileFlameSpray);
UseAmmo(pPlayer, 6, 4); UseAmmo(pPlayer, 6, 4);
if (CheckAmmo(pPlayer, 6, 1)) if (CheckAmmo(pPlayer, 6, 1))
sfxPlay3DSound(pPlayer->actor, 441, 1, 2); sfxPlay3DSound(pPlayer->actor, 441, 1, 2);
@ -1426,7 +1426,7 @@ void FireShotgun(int nTrigger, PLAYER* pPlayer)
r3 = Random3F(1500, 14); r3 = Random3F(1500, 14);
nType = kVectorShellAP; nType = kVectorShellAP;
} }
actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r1, r2, r3), nType); actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->aim + DVector3(r1, r2, r3), nType);
} }
UseAmmo(pPlayer, pPlayer->weaponAmmo, nTrigger); UseAmmo(pPlayer, pPlayer->weaponAmmo, nTrigger);
pPlayer->flashEffect = 1; pPlayer->flashEffect = 1;
@ -1455,7 +1455,7 @@ void FireTommy(int nTrigger, PLAYER* pPlayer)
double r1 = Random3F(400, 14); double r1 = Random3F(400, 14);
double r2 = Random3F(1200, 14); double r2 = Random3F(1200, 14);
double r3 = Random3F(1200, 14); double r3 = Random3F(1200, 14);
actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r3, r2, r1), kVectorTommyRegular); actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->aim + DVector3(r3, r2, r1), kVectorTommyRegular);
SpawnBulletEject(pPlayer, -15 / 16., -45); SpawnBulletEject(pPlayer, -15 / 16., -45);
pPlayer->visibility = 20; pPlayer->visibility = 20;
break; break;
@ -1465,12 +1465,12 @@ void FireTommy(int nTrigger, PLAYER* pPlayer)
double r1 = Random3F(400, 14); double r1 = Random3F(400, 14);
double r2 = Random3F(1200, 14); double r2 = Random3F(1200, 14);
double r3 = Random3F(1200, 14); double r3 = Random3F(1200, 14);
actFireVector(actor, -7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r3, r2, r1), kVectorTommyRegular); actFireVector(actor, -7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->aim + DVector3(r3, r2, r1), kVectorTommyRegular);
SpawnBulletEject(pPlayer, -140 / 16., -45); SpawnBulletEject(pPlayer, -140 / 16., -45);
r1 = Random3(400); r1 = Random3(400);
r2 = Random3(1200); r2 = Random3(1200);
r3 = Random3(1200); r3 = Random3(1200);
actFireVector(actor, 7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r3, r2, r1), kVectorTommyRegular); actFireVector(actor, 7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->aim + DVector3(r3, r2, r1), kVectorTommyRegular);
SpawnBulletEject(pPlayer, 140 / 16., 45); SpawnBulletEject(pPlayer, 140 / 16., 45);
pPlayer->visibility = 30; pPlayer->visibility = 30;
break; break;
@ -1494,7 +1494,7 @@ void FireSpread(int nTrigger, PLAYER* pPlayer)
{ {
DBloodActor* actor = pPlayer->actor; DBloodActor* actor = pPlayer->actor;
assert(nTrigger > 0 && nTrigger <= kMaxSpread); assert(nTrigger > 0 && nTrigger <= kMaxSpread);
DVector3 aim = pPlayer->flt_aim(); DVector3 aim = pPlayer->aim;
DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10)); DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10));
DVector3 dv = DVector3(angle.ToVector(), aim.Z); DVector3 dv = DVector3(angle.ToVector(), aim.Z);
@ -1522,7 +1522,7 @@ void AltFireSpread(int nTrigger, PLAYER* pPlayer)
{ {
DBloodActor* actor = pPlayer->actor; DBloodActor* actor = pPlayer->actor;
assert(nTrigger > 0 && nTrigger <= kMaxSpread); assert(nTrigger > 0 && nTrigger <= kMaxSpread);
DVector3 aim = pPlayer->flt_aim(); DVector3 aim = pPlayer->aim;
DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10)); DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10));
DVector3 dv = DVector3(angle.ToVector(), aim.Z); DVector3 dv = DVector3(angle.ToVector(), aim.Z);
@ -1558,7 +1558,7 @@ void AltFireSpread2(int nTrigger, PLAYER* pPlayer)
{ {
DBloodActor* actor = pPlayer->actor; DBloodActor* actor = pPlayer->actor;
assert(nTrigger > 0 && nTrigger <= kMaxSpread); assert(nTrigger > 0 && nTrigger <= kMaxSpread);
DVector3 aim = pPlayer->flt_aim(); DVector3 aim = pPlayer->aim;
DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10)); DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10));
DVector3 dv = DVector3(angle.ToVector(), aim.Z); DVector3 dv = DVector3(angle.ToVector(), aim.Z);
@ -1625,7 +1625,7 @@ void FireFlare(int nTrigger, PLAYER* pPlayer)
offset = 7.5; offset = 7.5;
break; break;
} }
playerFireMissile(pPlayer, offset, pPlayer->flt_aim(), kMissileFlareRegular); playerFireMissile(pPlayer, offset, pPlayer->aim, kMissileFlareRegular);
UseAmmo(pPlayer, 1, 1); UseAmmo(pPlayer, 1, 1);
sfxPlay3DSound(pPlayer->actor, 420, 2, 0); sfxPlay3DSound(pPlayer->actor, 420, 2, 0);
pPlayer->visibility = 30; pPlayer->visibility = 30;
@ -1651,7 +1651,7 @@ void AltFireFlare(int nTrigger, PLAYER* pPlayer)
offset = 7.5; offset = 7.5;
break; break;
} }
playerFireMissile(pPlayer, offset, pPlayer->flt_aim(), kMissileFlareAlt); playerFireMissile(pPlayer, offset, pPlayer->aim, kMissileFlareAlt);
UseAmmo(pPlayer, 1, 8); UseAmmo(pPlayer, 1, 8);
sfxPlay3DSound(pPlayer->actor, 420, 2, 0); sfxPlay3DSound(pPlayer->actor, 420, 2, 0);
pPlayer->visibility = 45; pPlayer->visibility = 45;
@ -1877,7 +1877,7 @@ void FireTesla(int nTrigger, PLAYER* pPlayer)
return; return;
} }
} }
playerFireMissile(pPlayer, pMissile->offset, pPlayer->flt_aim(), pMissile->id); playerFireMissile(pPlayer, pMissile->offset, pPlayer->aim, pMissile->id);
UseAmmo(pPlayer, pPlayer->weaponAmmo, pMissile->ammouse); UseAmmo(pPlayer, pPlayer->weaponAmmo, pMissile->ammouse);
sfxPlay3DSound(pPlayer->actor, pMissile->sound, 1, 0); sfxPlay3DSound(pPlayer->actor, pMissile->sound, 1, 0);
pPlayer->visibility = pMissile->light; pPlayer->visibility = pMissile->light;
@ -1894,7 +1894,7 @@ void FireTesla(int nTrigger, PLAYER* pPlayer)
void AltFireTesla(int, PLAYER* pPlayer) void AltFireTesla(int, PLAYER* pPlayer)
{ {
auto plActor = pPlayer->actor; auto plActor = pPlayer->actor;
playerFireMissile(pPlayer, 0., pPlayer->flt_aim(), kMissileTeslaAlt); playerFireMissile(pPlayer, 0., pPlayer->aim, kMissileTeslaAlt);
UseAmmo(pPlayer, pPlayer->weaponAmmo, 35); UseAmmo(pPlayer, pPlayer->weaponAmmo, 35);
sfxPlay3DSound(pPlayer->actor, 471, 2, 0); sfxPlay3DSound(pPlayer->actor, 471, 2, 0);
pPlayer->visibility = 40; pPlayer->visibility = 40;
@ -1920,7 +1920,7 @@ void FireNapalm(int nTrigger, PLAYER* pPlayer)
offset = 3.125; offset = 3.125;
break; break;
} }
playerFireMissile(pPlayer, offset, pPlayer->flt_aim(), kMissileFireballNapalm); playerFireMissile(pPlayer, offset, pPlayer->aim, kMissileFireballNapalm);
sfxPlay3DSound(pPlayer->actor, 480, 2, 0); sfxPlay3DSound(pPlayer->actor, 480, 2, 0);
UseAmmo(pPlayer, 4, 1); UseAmmo(pPlayer, 4, 1);
pPlayer->flashEffect = 1; pPlayer->flashEffect = 1;
@ -1929,8 +1929,8 @@ void FireNapalm(int nTrigger, PLAYER* pPlayer)
void FireNapalm2(int, PLAYER* pPlayer) void FireNapalm2(int, PLAYER* pPlayer)
{ {
auto plActor = pPlayer->actor; auto plActor = pPlayer->actor;
playerFireMissile(pPlayer, -7.5, pPlayer->flt_aim(), kMissileFireballNapalm); playerFireMissile(pPlayer, -7.5, pPlayer->aim, kMissileFireballNapalm);
playerFireMissile(pPlayer, 7.5, pPlayer->flt_aim(), kMissileFireballNapalm); playerFireMissile(pPlayer, 7.5, pPlayer->aim, kMissileFireballNapalm);
sfxPlay3DSound(pPlayer->actor, 480, 2, 0); sfxPlay3DSound(pPlayer->actor, 480, 2, 0);
UseAmmo(pPlayer, 4, 2); UseAmmo(pPlayer, 4, 2);
pPlayer->flashEffect = 1; pPlayer->flashEffect = 1;
@ -1972,7 +1972,7 @@ void FireLifeLeech(int nTrigger, PLAYER* pPlayer)
double r2 = Random2F(2000, 14); double r2 = Random2F(2000, 14);
double r3 = Random2F(1000, 14); double r3 = Random2F(1000, 14);
DBloodActor* actor = pPlayer->actor; DBloodActor* actor = pPlayer->actor;
auto missileActor = playerFireMissile(pPlayer, 0, pPlayer->flt_aim() + DVector3(r1, r2, r3), 315); auto missileActor = playerFireMissile(pPlayer, 0, pPlayer->aim + DVector3(r1, r2, r3), 315);
if (missileActor) if (missileActor)
{ {
missileActor->SetTarget(pPlayer->aimTarget); missileActor->SetTarget(pPlayer->aimTarget);
@ -2036,7 +2036,7 @@ void FireBeast(int, PLAYER* pPlayer)
double r1 = Random2F(2000, 14); double r1 = Random2F(2000, 14);
double r2 = Random2F(2000, 14); double r2 = Random2F(2000, 14);
double r3 = Random2F(2000, 14); double r3 = Random2F(2000, 14);
actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r1, r2, r3), kVectorBeastSlash); actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->aim + DVector3(r1, r2, r3), kVectorBeastSlash);
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------