- batch of set_int_pos in Exhumed

This commit is contained in:
Christoph Oelckers 2022-08-16 23:46:18 +02:00
parent 64391c52f9
commit f485f9d42e
8 changed files with 10 additions and 10 deletions

View file

@ -134,7 +134,7 @@ void AIAnim::Tick(RunListEvent* ev)
if (pIgniter)
{
pActor->set_int_pos(pIgniter->int_pos());
pActor->spr.pos = pIgniter->spr.pos;
if (pIgniter->sector() != pActor->sector())
{

View file

@ -397,7 +397,7 @@ void AIAnubis::Damage(RunListEvent* ev)
{
auto pDrumActor = insertActor(ap->sector(), kStatAnubisDrum);
pDrumActor->set_int_pos({ ap->int_pos().X, ap->int_pos().Y, pDrumActor->sector()->int_floorz() });
pDrumActor->spr.pos = { ap->spr.pos.X, ap->spr.pos.Y, pDrumActor->sector()->floorz };
pDrumActor->spr.xrepeat = 40;
pDrumActor->spr.yrepeat = 40;
pDrumActor->spr.shade = -64;

View file

@ -604,7 +604,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n
nZOffset = -nHeight;
}
pBulletActor->set_int_pos(pActor->int_pos());
pBulletActor->spr.pos = pActor->spr.pos;
Bullet *pBullet = &BulletList[nBullet];

View file

@ -47,7 +47,7 @@ void BuildFishLimb(DExhumedActor* pActor, int anim)
pChunkActor->nCount = anim + 40;
pChunkActor->nFrame = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + anim + 40];
pChunkActor->set_int_pos(pActor->int_pos());
pChunkActor->spr.pos = pActor->spr.pos;
pChunkActor->spr.cstat = 0;
pChunkActor->spr.shade = -12;
pChunkActor->spr.pal = 0;

View file

@ -59,7 +59,7 @@ void ThrowGrenade(int nPlayer, int, int, int ecx, int push1)
ChangeActorSect(pActor, PlayerList[nPlayer].pPlayerViewSect);
pActor->set_int_pos(pPlayerActor->int_pos());
pActor->spr.pos = pPlayerActor->spr.pos;
if (nAngle < 0) {
nAngle = pPlayerActor->int_ang();
@ -102,7 +102,7 @@ void BuildGrenade(int nPlayer)
auto pPlayerActor = PlayerList[nPlayer].pActor;
pActor->set_int_pos({ pPlayerActor->int_pos().X, pPlayerActor->int_pos().Y, pPlayerActor->int_pos().Z - 3840 });
pActor->spr.pos = pPlayerActor->spr.pos.plusZ(-15);
pActor->spr.shade = -64;
pActor->spr.xrepeat = 20;
pActor->spr.yrepeat = 20;

View file

@ -1355,7 +1355,7 @@ DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial)
if (pActor == nullptr) {
return nullptr;
}
pActor->set_int_pos(pSrc->int_pos());
pActor->spr.pos = pSrc->spr.pos;
ChangeActorSect(pActor, pSrc->sector());

View file

@ -581,7 +581,7 @@ int seq_PlotSequence(int nSprite, int16_t edx, int16_t nFrame, int16_t ecx)
}
tspritetype* tsp = mytspriteArray->newTSprite();
tsp->set_int_pos(pTSprite->int_pos());
tsp->pos = pTSprite->pos;
tsp->shade = shade;
tsp->pal = pTSprite->pal;

View file

@ -193,7 +193,7 @@ void BuildSnake(int nPlayer, int zVal)
if (i == 0)
{
pActor->set_int_pos({ pPlayerActor->int_pos().X, pPlayerActor->int_pos().Y, pPlayerActor->int_pos().Z + zVal });
pActor->spr.pos = pPlayerActor->spr.pos.plusZ(zVal * zinttoworld);
pActor->spr.xrepeat = 32;
pActor->spr.yrepeat = 32;
pViewSect = pActor->sector();
@ -201,7 +201,7 @@ void BuildSnake(int nPlayer, int zVal)
}
else
{
pActor->set_int_pos(sprt->int_pos());
pActor->spr.pos = sprt->spr.pos;
pActor->spr.xrepeat = 40 - 3 * i;
pActor->spr.yrepeat = 40 - 3 * i;
}