- SW: Replace USER sx with pos.X calls.

This commit is contained in:
Mitchell Richters 2021-12-30 17:03:12 +11:00
parent 620f0fa7b8
commit fcf18c8c63
6 changed files with 26 additions and 25 deletions

View file

@ -1056,7 +1056,8 @@ struct USER
int16_t wait_active_check; // for enemy checking of player int16_t wait_active_check; // for enemy checking of player
int16_t inactive_time; // length of time actor has been unaware of his tgt int16_t inactive_time; // length of time actor has been unaware of his tgt
int sx,sy,sz; vec3_t pos;
int sy,sz;
int16_t sang; int16_t sang;
uint8_t spal; // save off default palette number uint8_t spal; // save off default palette number

View file

@ -3195,15 +3195,15 @@ void DoPlayerClimb(PLAYERp pp)
} }
// sprite // sprite
if (plActor->spr.pos.X != plActor->user.sx) if (plActor->spr.pos.X != plActor->user.pos.X)
{ {
if (plActor->spr.pos.X < plActor->user.sx) if (plActor->spr.pos.X < plActor->user.pos.X)
plActor->spr.pos.X += ADJ_AMT; plActor->spr.pos.X += ADJ_AMT;
else if (plActor->spr.pos.X > plActor->user.sx) else if (plActor->spr.pos.X > plActor->user.pos.X)
plActor->spr.pos.X -= ADJ_AMT; plActor->spr.pos.X -= ADJ_AMT;
if (labs(plActor->spr.pos.X - plActor->user.sx) <= ADJ_AMT) if (labs(plActor->spr.pos.X - plActor->user.pos.X) <= ADJ_AMT)
plActor->spr.pos.X = plActor->user.sx; plActor->spr.pos.X = plActor->user.pos.X;
} }
if (plActor->spr.pos.Y != plActor->user.sy) if (plActor->spr.pos.Y != plActor->user.sy)
@ -4031,11 +4031,11 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
PRODUCTION_ASSERT(Found == true); PRODUCTION_ASSERT(Found == true);
// get the offset from the sprite // get the offset from the sprite
plActor->user.sx = over_act->spr.pos.X - pp->pos.X; plActor->user.pos.X = over_act->spr.pos.X - pp->pos.X;
plActor->user.sy = over_act->spr.pos.Y - pp->pos.Y; plActor->user.sy = over_act->spr.pos.Y - pp->pos.Y;
// update to the new x y position // update to the new x y position
pp->pos.X = under_act->spr.pos.X - plActor->user.sx; pp->pos.X = under_act->spr.pos.X - plActor->user.pos.X;
pp->pos.Y = under_act->spr.pos.Y - plActor->user.sy; pp->pos.Y = under_act->spr.pos.Y - plActor->user.sy;
auto over = over_act->spr.sector(); auto over = over_act->spr.sector();
@ -4101,11 +4101,11 @@ void DoPlayerWarpToSurface(PLAYERp pp)
PRODUCTION_ASSERT(Found == true); PRODUCTION_ASSERT(Found == true);
// get the offset from the under sprite // get the offset from the under sprite
plActor->user.sx = under_act->spr.pos.X - pp->pos.X; plActor->user.pos.X = under_act->spr.pos.X - pp->pos.X;
plActor->user.sy = under_act->spr.pos.Y - pp->pos.Y; plActor->user.sy = under_act->spr.pos.Y - pp->pos.Y;
// update to the new x y position // update to the new x y position
pp->pos.X = over_act->spr.pos.X - plActor->user.sx; pp->pos.X = over_act->spr.pos.X - plActor->user.pos.X;
pp->pos.Y = over_act->spr.pos.Y - plActor->user.sy; pp->pos.Y = over_act->spr.pos.Y - plActor->user.sy;
auto over = over_act->spr.sector(); auto over = over_act->spr.sector();

View file

@ -838,7 +838,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
("motion_blur_num", w.motion_blur_num, def->motion_blur_num) ("motion_blur_num", w.motion_blur_num, def->motion_blur_num)
("wait_active_check", w.wait_active_check, def->wait_active_check) ("wait_active_check", w.wait_active_check, def->wait_active_check)
("inactive_time", w.inactive_time, def->inactive_time) ("inactive_time", w.inactive_time, def->inactive_time)
("sx", w.sx, def->sx) ("sx", w.pos.X, def->pos.X)
("sy", w.sy, def->sy) ("sy", w.sy, def->sy)
("sz", w.sz, def->sz) ("sz", w.sz, def->sz)
("sang", w.sang, def->sang) ("sang", w.sang, def->sang)

View file

@ -881,7 +881,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
} }
itActor->user.sx = sop->xmid - itActor->spr.pos.X; itActor->user.pos.X = sop->xmid - itActor->spr.pos.X;
itActor->user.sy = sop->ymid - itActor->spr.pos.Y; itActor->user.sy = sop->ymid - itActor->spr.pos.Y;
itActor->user.sz = sop->mid_sector->floorz - itActor->spr.pos.Z; itActor->user.sz = sop->mid_sector->floorz - itActor->spr.pos.Z;
@ -1701,7 +1701,7 @@ PlayerPart:
} }
} }
actor->spr.pos.X = sop->xmid - actor->user.sx; actor->spr.pos.X = sop->xmid - actor->user.pos.X;
actor->spr.pos.Y = sop->ymid - actor->user.sy; actor->spr.pos.Y = sop->ymid - actor->user.sy;
// sprites z update // sprites z update

View file

@ -142,7 +142,7 @@ int DoWallMove(DSWActor* actor)
if (SOsprite) if (SOsprite)
{ {
// move the sprite offset from center // move the sprite offset from center
actor->user.sx -= nx; actor->user.pos.X -= nx;
actor->user.sy -= ny; actor->user.sy -= ny;
} }
else else

View file

@ -3703,7 +3703,7 @@ AutoShrap:
case Vomit1: case Vomit1:
shrap_bounce = false; shrap_bounce = false;
actor->spr.pos.Z -= Z(4); actor->spr.pos.Z -= Z(4);
shrap_xsize = actor->user.sx = 12 + (RANDOM_P2(32<<8)>>8); shrap_xsize = actor->user.pos.X = 12 + (RANDOM_P2(32<<8)>>8);
shrap_ysize = actor->user.sy = 12 + (RANDOM_P2(32<<8)>>8); shrap_ysize = actor->user.sy = 12 + (RANDOM_P2(32<<8)>>8);
actor->user.Counter = (RANDOM_P2(2048<<5)>>5); actor->user.Counter = (RANDOM_P2(2048<<5)>>5);
@ -3719,7 +3719,7 @@ AutoShrap:
shrap_bounce = false; shrap_bounce = false;
actor->spr.pos.Z -= Z(4); actor->spr.pos.Z -= Z(4);
//actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024); //actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024);
shrap_xsize = actor->user.sx = 5 + (RANDOM_P2(4<<8)>>8); shrap_xsize = actor->user.pos.X = 5 + (RANDOM_P2(4<<8)>>8);
shrap_ysize = actor->user.sy = 5 + (RANDOM_P2(4<<8)>>8); shrap_ysize = actor->user.sy = 5 + (RANDOM_P2(4<<8)>>8);
break; break;
} }
@ -3773,7 +3773,7 @@ void DoShrapMove(DSWActor* actor)
int DoVomit(DSWActor* actor) int DoVomit(DSWActor* actor)
{ {
actor->user.Counter = NORM_ANGLE(actor->user.Counter + (30*MISSILEMOVETICS)); actor->user.Counter = NORM_ANGLE(actor->user.Counter + (30*MISSILEMOVETICS));
actor->spr.xrepeat = actor->user.sx + MulScale(12, bcos(actor->user.Counter), 14); actor->spr.xrepeat = actor->user.pos.X + MulScale(12, bcos(actor->user.Counter), 14);
actor->spr.yrepeat = actor->user.sy + MulScale(12, bsin(actor->user.Counter), 14); actor->spr.yrepeat = actor->user.sy + MulScale(12, bsin(actor->user.Counter), 14);
if (actor->user.Flags & (SPR_JUMPING)) if (actor->user.Flags & (SPR_JUMPING))
{ {
@ -3794,7 +3794,7 @@ int DoVomit(DSWActor* actor)
MissileWaterAdjust(actor); MissileWaterAdjust(actor);
actor->spr.pos.Z = actor->user.loz; actor->spr.pos.Z = actor->user.loz;
actor->user.WaitTics = 60; actor->user.WaitTics = 60;
actor->user.sx = actor->spr.xrepeat; actor->user.pos.X = actor->spr.xrepeat;
actor->user.sy = actor->spr.yrepeat; actor->user.sy = actor->spr.yrepeat;
return 0; return 0;
} }
@ -10208,7 +10208,7 @@ void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop)
actor->user.Flags |= (SPR_ON_SO_SECTOR|SPR_SO_ATTACHED); actor->user.Flags |= (SPR_ON_SO_SECTOR|SPR_SO_ATTACHED);
actor->user.sx = sop->xmid - actor->spr.pos.X; actor->user.pos.X = sop->xmid - actor->spr.pos.X;
actor->user.sy = sop->ymid - actor->spr.pos.Y; actor->user.sy = sop->ymid - actor->spr.pos.Y;
actor->user.sz = sop->mid_sector->floorz - actor->spr.pos.Z; actor->user.sz = sop->mid_sector->floorz - actor->spr.pos.Z;
@ -10270,7 +10270,7 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop,
expActor->spr.backupz(); expActor->spr.backupz();
} }
expActor->user.sx = actor->user.sx; expActor->user.pos.X = actor->user.pos.X;
expActor->user.sy = actor->user.sy; expActor->user.sy = actor->user.sy;
expActor->user.sz = actor->user.sz; expActor->user.sz = actor->user.sz;
} }
@ -17188,7 +17188,7 @@ DSWActor* SpawnBubble(DSWActor* actor)
actorNew->spr.xrepeat = 8 + (RANDOM_P2(8 << 8) >> 8); actorNew->spr.xrepeat = 8 + (RANDOM_P2(8 << 8) >> 8);
actorNew->spr.yrepeat = actorNew->spr.xrepeat; actorNew->spr.yrepeat = actorNew->spr.xrepeat;
actorNew->user.sx = actorNew->spr.xrepeat; actorNew->user.pos.X = actorNew->spr.xrepeat;
actorNew->user.sy = actorNew->spr.yrepeat; actorNew->user.sy = actorNew->spr.yrepeat;
actorNew->user.ceiling_dist = Z(1); actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = Z(1); actorNew->user.floor_dist = Z(1);
@ -17284,16 +17284,16 @@ int DoBubble(DSWActor* actor)
if (actor->spr.zvel > 768) if (actor->spr.zvel > 768)
actor->spr.zvel = 768; actor->spr.zvel = 768;
actor->user.sx += 1; actor->user.pos.X += 1;
actor->user.sy += 1; actor->user.sy += 1;
if (actor->user.sx > 32) if (actor->user.pos.X > 32)
{ {
actor->user.sx = 32; actor->user.pos.X = 32;
actor->user.sy = 32; actor->user.sy = 32;
} }
actor->spr.xrepeat = actor->user.sx + (RANDOM_P2(8 << 8) >> 8) - 4; actor->spr.xrepeat = actor->user.pos.X + (RANDOM_P2(8 << 8) >> 8) - 4;
actor->spr.yrepeat = actor->user.sy + (RANDOM_P2(8 << 8) >> 8) - 4; actor->spr.yrepeat = actor->user.sy + (RANDOM_P2(8 << 8) >> 8) - 4;
if (actor->spr.pos.Z < actor->spr.sector()->ceilingz) if (actor->spr.pos.Z < actor->spr.sector()->ceilingz)