- refactoring complete. The source compiles again with the renamed position variable.
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13e25faea7
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7 changed files with 128 additions and 136 deletions
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@ -671,10 +671,10 @@ void APlayerPawn::PostBeginPlay()
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// Voodoo dolls: restore original floorz/ceilingz logic
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if (player == NULL || player->mo != this)
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{
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dropoffz = floorz = Sector->floorplane.ZatPoint(x, y);
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ceilingz = Sector->ceilingplane.ZatPoint(x, y);
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dropoffz = floorz = Sector->floorplane.ZatPoint(this);
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ceilingz = Sector->ceilingplane.ZatPoint(this);
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P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
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z = floorz;
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SetZ(floorz);
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}
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else
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{
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@ -1553,7 +1553,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
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}
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self->flags &= ~MF_SOLID;
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mo = (APlayerPawn *)Spawn (spawntype, self->x, self->y, self->z + 48*FRACUNIT, NO_REPLACE);
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mo = (APlayerPawn *)Spawn (spawntype, self->PosPlusZ(48*FRACUNIT), NO_REPLACE);
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//mo->target = self;
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mo->velx = pr_skullpop.Random2() << 9;
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mo->vely = pr_skullpop.Random2() << 9;
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@ -1762,7 +1762,7 @@ void P_CalcHeight (player_t *player)
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if (player->cheats & CF_NOVELOCITY)
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{
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player->viewz = player->mo->z + defaultviewheight;
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player->viewz = player->mo->Z() + defaultviewheight;
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if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
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player->viewz = player->mo->ceilingz-4*FRACUNIT;
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@ -1818,9 +1818,9 @@ void P_CalcHeight (player_t *player)
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{
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bob = 0;
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}
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player->viewz = player->mo->z + player->viewheight + bob;
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player->viewz = player->mo->Z() + player->viewheight + bob;
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if (player->mo->floorclip && player->playerstate != PST_DEAD
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&& player->mo->z <= player->mo->floorz)
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&& player->mo->Z() <= player->mo->floorz)
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{
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player->viewz -= player->mo->floorclip;
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}
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@ -1863,7 +1863,7 @@ void P_MovePlayer (player_t *player)
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mo->angle += cmd->ucmd.yaw << 16;
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}
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player->onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2);
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player->onground = (mo->Z() <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2);
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// killough 10/98:
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//
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@ -1920,7 +1920,7 @@ void P_MovePlayer (player_t *player)
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{
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fprintf (debugfile, "move player for pl %d%c: (%d,%d,%d) (%d,%d) %d %d w%d [", int(player-players),
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player->cheats&CF_PREDICTING?'p':' ',
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player->mo->x, player->mo->y, player->mo->z,forwardmove, sidemove, movefactor, friction, player->mo->waterlevel);
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player->mo->X(), player->mo->Y(), player->mo->Z(),forwardmove, sidemove, movefactor, friction, player->mo->waterlevel);
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msecnode_t *n = player->mo->touching_sectorlist;
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while (n != NULL)
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{
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@ -2052,7 +2052,7 @@ void P_DeathThink (player_t *player)
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P_MovePsprites (player);
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player->onground = (player->mo->z <= player->mo->floorz);
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player->onground = (player->mo->Z() <= player->mo->floorz);
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if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
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{ // Flying bloody skull or flying ice chunk
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player->viewheight = 6 * FRACUNIT;
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@ -2165,7 +2165,7 @@ void P_CrouchMove(player_t * player, int direction)
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// check whether the move is ok
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player->mo->height = FixedMul(defaultheight, player->crouchfactor);
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if (!P_TryMove(player->mo, player->mo->x, player->mo->y, false, NULL))
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if (!P_TryMove(player->mo, player->mo->X(), player->mo->Y(), false, NULL))
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{
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player->mo->height = savedheight;
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if (direction > 0)
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@ -2182,7 +2182,7 @@ void P_CrouchMove(player_t * player, int direction)
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player->crouchviewdelta = player->viewheight - player->mo->ViewHeight;
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// Check for eyes going above/below fake floor due to crouching motion.
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P_CheckFakeFloorTriggers(player->mo, player->mo->z + oldheight, true);
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P_CheckFakeFloorTriggers(player->mo, player->mo->Z() + oldheight, true);
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}
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//----------------------------------------------------------------------------
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@ -2203,7 +2203,7 @@ void P_PlayerThink (player_t *player)
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if (debugfile && !(player->cheats & CF_PREDICTING))
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{
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fprintf (debugfile, "tic %d for pl %td: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
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gametic, player-players, player->mo->x, player->mo->y, player->mo->z,
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gametic, player-players, player->mo->X(), player->mo->Y(), player->mo->Z(),
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player->mo->angle>>ANGLETOFINESHIFT, player->cmd.ucmd.buttons,
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player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
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player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
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@ -2329,7 +2329,7 @@ void P_PlayerThink (player_t *player)
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player->crouching = 0;
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}
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if (crouchdir == 1 && player->crouchfactor < FRACUNIT &&
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player->mo->z + player->mo->height < player->mo->ceilingz)
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player->mo->Top() < player->mo->ceilingz)
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{
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P_CrouchMove(player, 1);
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}
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@ -2542,8 +2542,7 @@ void P_PlayerThink (player_t *player)
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P_PlayerOnSpecial3DFloor (player);
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P_PlayerInSpecialSector (player);
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if (player->mo->z <= player->mo->Sector->floorplane.ZatPoint(
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player->mo->x, player->mo->y) ||
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if (player->mo->Z() <= player->mo->Sector->floorplane.ZatPoint(player->mo) ||
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player->mo->waterlevel)
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{
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// Player must be touching the floor
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@ -2697,7 +2696,7 @@ void P_PredictPlayer (player_t *player)
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PredictionPlayerBackup = *player;
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APlayerPawn *act = player->mo;
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memcpy(PredictionActorBackup, &act->x, sizeof(APlayerPawn) - ((BYTE *)&act->x - (BYTE *)act));
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memcpy(PredictionActorBackup, &act->snext, sizeof(APlayerPawn) - ((BYTE *)&act->snext - (BYTE *)act));
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act->flags &= ~MF_PICKUP;
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act->flags2 &= ~MF2_PUSHWALL;
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@ -2769,16 +2768,16 @@ void P_PredictPlayer (player_t *player)
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{
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// Z is not compared as lifts will alter this with no apparent change
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// Make lerping less picky by only testing whole units
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DoLerp = ((PredictionLast.x >> 16) != (player->mo->x >> 16) ||
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(PredictionLast.y >> 16) != (player->mo->y >> 16));
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DoLerp = ((PredictionLast.x >> 16) != (player->mo->X() >> 16) ||
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(PredictionLast.y >> 16) != (player->mo->Y() >> 16));
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// Aditional Debug information
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if (developer && DoLerp)
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{
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DPrintf("Lerp! Ltic (%d) && Ptic (%d) | Lx (%d) && Px (%d) | Ly (%d) && Py (%d)\n",
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PredictionLast.gametic, i,
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(PredictionLast.x >> 16), (player->mo->x >> 16),
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(PredictionLast.y >> 16), (player->mo->y >> 16));
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(PredictionLast.x >> 16), (player->mo->X() >> 16),
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(PredictionLast.y >> 16), (player->mo->Y() >> 16));
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}
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}
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}
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@ -2796,9 +2795,9 @@ void P_PredictPlayer (player_t *player)
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}
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PredictionLast.gametic = maxtic - 1;
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PredictionLast.x = player->mo->x;
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PredictionLast.y = player->mo->y;
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PredictionLast.z = player->mo->z;
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PredictionLast.x = player->mo->X();
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PredictionLast.y = player->mo->Y();
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PredictionLast.z = player->mo->Z();
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if (PredictionLerptics > 0)
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{
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@ -2806,9 +2805,7 @@ void P_PredictPlayer (player_t *player)
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P_LerpCalculate(PredictionLerpFrom, PredictionLast, PredictionLerpResult, (float)PredictionLerptics * cl_predict_lerpscale))
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{
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PredictionLerptics++;
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player->mo->x = PredictionLerpResult.x;
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player->mo->y = PredictionLerpResult.y;
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player->mo->z = PredictionLerpResult.z;
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player->mo->SetXYZ(PredictionLerpResult.x, PredictionLerpResult.y, PredictionLerpResult.z);
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}
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else
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{
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@ -2840,7 +2837,7 @@ void P_UnPredictPlayer ()
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player->camera = savedcamera;
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act->UnlinkFromWorld();
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memcpy(&act->x, PredictionActorBackup, sizeof(APlayerPawn) - ((BYTE *)&act->x - (BYTE *)act));
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memcpy(&act->snext, PredictionActorBackup, sizeof(APlayerPawn) - ((BYTE *)&act->snext - (BYTE *)act));
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// The blockmap ordering needs to remain unchanged, too.
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// Restore sector links and refrences.
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@ -3114,7 +3111,7 @@ void player_t::Serialize (FArchive &arc)
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}
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else
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{
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onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (cheats & CF_NOCLIP2);
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onground = (mo->Z() <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (cheats & CF_NOCLIP2);
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}
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if (SaveVersion < 4514 && IsBot)
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