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- Duke: Wrap calls to player_struct::PlayerOldPosition.XY()
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6 changed files with 14 additions and 9 deletions
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@ -3034,7 +3034,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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if (a & face_player)
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{
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if (ps[playernum].newOwner != nullptr)
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goalang = (ps[playernum].PlayerOldPosition.XY() - actor->spr.pos.XY()).Angle();
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goalang = (ps[playernum].posoldXY() - actor->spr.pos.XY()).Angle();
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else goalang = (ps[playernum].posXY() - actor->spr.pos.XY()).Angle();
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angdif = deltaangle(actor->spr.angle, goalang) * 0.25;
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if (angdif > -DAngle22_5 / 16 && angdif < nullAngle) angdif = nullAngle;
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@ -3047,7 +3047,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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if (a & face_player_slow)
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{
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if (ps[playernum].newOwner != nullptr)
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goalang = (ps[playernum].PlayerOldPosition.XY() - actor->spr.pos.XY()).Angle();
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goalang = (ps[playernum].posoldXY() - actor->spr.pos.XY()).Angle();
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else goalang = (ps[playernum].posXY() - actor->spr.pos.XY()).Angle();
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angdif = DAngle22_5 * 0.25 * Sgn(deltaangle(actor->spr.angle, goalang).Degrees()); // this looks very wrong...
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actor->spr.angle += angdif;
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@ -3212,7 +3212,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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if (a & face_player)
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{
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if (ps[pnum].newOwner != nullptr)
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goalang = (ps[pnum].PlayerOldPosition.XY() - actor->spr.pos.XY()).Angle();
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goalang = (ps[pnum].posoldXY() - actor->spr.pos.XY()).Angle();
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else goalang = (ps[pnum].posXY() - actor->spr.pos.XY()).Angle();
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angdif = deltaangle(actor->spr.angle, goalang) * 0.25;
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if (angdif > -DAngle22_5 / 16 && angdif < nullAngle) angdif = nullAngle;
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@ -3225,7 +3225,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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if (a & face_player_slow)
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{
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if (ps[pnum].newOwner != nullptr)
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goalang = (ps[pnum].PlayerOldPosition.XY() - actor->spr.pos.XY()).Angle();
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goalang = (ps[pnum].posoldXY() - actor->spr.pos.XY()).Angle();
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else goalang = (ps[pnum].posXY() - actor->spr.pos.XY()).Angle();
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angdif = DAngle22_5 * 0.25 * Sgn(deltaangle(actor->spr.angle, goalang).Degrees()); // this looks very wrong...
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actor->spr.angle += angdif;
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@ -3236,7 +3236,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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if (a & antifaceplayerslow)
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{
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if (ps[pnum].newOwner != nullptr)
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goalang = ((ps[pnum].PlayerOldPosition.XY() - actor->spr.pos.XY()).Angle() + DAngle180);
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goalang = ((ps[pnum].posoldXY() - actor->spr.pos.XY()).Angle() + DAngle180);
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else goalang = ((ps[pnum].posXY() - actor->spr.pos.XY()).Angle() + DAngle180);
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angdif = DAngle22_5 * 0.25 * Sgn(deltaangle(actor->spr.angle, goalang).Degrees()); // this looks very wrong...
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actor->spr.angle += angdif;
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@ -277,7 +277,7 @@ void drawoverlays(double interpfrac)
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}
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else
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{
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cposxy = pp->PlayerOldPosition.XY();
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cposxy = pp->posoldXY();
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cang = pp->angle.oang;
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}
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DrawOverheadMap(cposxy, cang, interpfrac);
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@ -153,7 +153,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng
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{
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double x;
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int j = findplayer(actor, &x);
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sang = (ps[j].PlayerOldPosition.XY() - spos.XY()).Angle();
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sang = (ps[j].posoldXY() - spos.XY()).Angle();
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if (actor->spr.picnum == BOSS5)
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{
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@ -693,7 +693,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw
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{
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double x;
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int j = findplayer(actor, &x);
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ang = (ps[j].PlayerOldPosition.XY() - pos.XY()).Angle();
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ang = (ps[j].posoldXY() - pos.XY()).Angle();
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if (actor->spr.picnum == BOSS3)
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{
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double zoffs = 32;
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@ -613,7 +613,7 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
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{
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double x;
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int j = findplayer(actor, &x);
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ang = (ps[j].PlayerOldPosition.XY() - pos.XY()).Angle();
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ang = (ps[j].posoldXY() - pos.XY()).Angle();
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if (actor->spr.picnum == BOSS3)
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pos.Z -= 32;
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else if (actor->spr.picnum == BOSS2)
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@ -400,6 +400,11 @@ struct player_struct
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{
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return PlayerNowPosition;
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}
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DVector2& posoldXY()
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{
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return PlayerOldPosition.XY();
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}
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};
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struct Cycler
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