diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index 26ed64b9548..6e8ede67f76 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -812,7 +812,7 @@ void playerStart(int nPlayer, int bNewLevel) GetActorExtents(actor, &top, &bottom); actor->spr.pos.Z -= bottom - actor->spr.pos.Z; actor->spr.pal = 11 + (pPlayer->teamId & 3); - actor->spr.Angles.Yaw = pPlayer->angle.ang = pStartZone->angle; + actor->spr.Angles.Yaw = pPlayer->angle.ang = pStartZone->angle; // check me out later. actor->spr.type = kDudePlayer1 + nPlayer; actor->clipdist = pDudeInfo->fClipdist(); actor->spr.flags = 15; @@ -1499,7 +1499,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out) void UpdatePlayerSpriteAngle(PLAYER* pPlayer) { - pPlayer->actor->spr.Angles.Yaw = pPlayer->angle.ang; + pPlayer->actor->spr.Angles.Yaw = pPlayer->angle.ang; // check me out later. } //--------------------------------------------------------------------------- diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index 62df759bee4..4c651e18e93 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -362,7 +362,7 @@ void movedummyplayers(void) { act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->spr.pos.Z = act->sector()->ceilingz + 27; - act->spr.Angles.Yaw = ps[p].angle.ang; + act->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. if (act->temp_data[0] == 8) act->temp_data[0] = 0; else act->temp_data[0]++; @@ -465,7 +465,7 @@ void moveplayers(void) p->angle.addadjustment(deltaangle(p->angle.ang, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5); } } - act->spr.Angles.Yaw = p->angle.ang; + act->spr.Angles.Yaw = p->angle.ang; // check me out later. } } else @@ -499,13 +499,13 @@ void moveplayers(void) if (act->spr.extra < 8) { act->vel.X = 8; - act->spr.Angles.Yaw = p->angle.ang; + act->spr.Angles.Yaw = p->angle.ang; // check me out later. act->spr.extra++; ssp(act, CLIPMASK0); } else { - act->spr.Angles.Yaw = DAngle360 - minAngle - p->angle.ang; + act->spr.Angles.Yaw = DAngle360 - minAngle - p->angle.ang; // check me out later. SetActor(act, act->spr.pos); } } @@ -816,7 +816,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball) if (actor->spr.pal == 12) actor->vel.X = 10.25; else actor->vel.X = 8.75; - actor->spr.Angles.Yaw = ps[p].angle.ang; + actor->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. ps[p].toggle_key_flag = 2; } } diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 264cd3bb285..0c2c45d46bb 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -1685,7 +1685,7 @@ static void greenslime(DDukeActor *actor) SetActor(actor, actor->spr.pos); - actor->spr.Angles.Yaw = ps[p].angle.ang; + actor->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. if ((PlayerInput(p, SB_FIRE) || (ps[p].quick_kick > 0)) && ps[p].GetActor()->spr.extra > 0) if (ps[p].quick_kick > 0 || (ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0)) diff --git a/source/games/duke/src/input.cpp b/source/games/duke/src/input.cpp index b9af0da20e2..b5f71eb6fe5 100644 --- a/source/games/duke/src/input.cpp +++ b/source/games/duke/src/input.cpp @@ -843,7 +843,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju p->angle.processhelpers(scaleAdjust); p->horizon.processhelpers(scaleAdjust); - p->GetActor()->spr.Angles.Yaw = p->angle.ang; + p->GetActor()->spr.Angles.Yaw = p->angle.ang; // check me out later. } if (packet) diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 51358d97385..883df35e007 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -294,7 +294,7 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang) if (splash) { splash->spr.pos.XY() = hit.hitpos.XY(); - splash->spr.Angles.Yaw = ps[p].angle.ang; // Total tweek + splash->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. // Total tweek splash->vel.X = 2; ssp(actor, CLIPMASK0); splash->vel.X = 0; diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 8f68c77c694..c2ffda2d04f 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -185,7 +185,7 @@ static void shootmelee(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int a if (splash) { splash->spr.pos.XY() = hit.hitpos.XY(); - splash->spr.Angles.Yaw = ps[p].angle.ang; // Total tweek + splash->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. // Total tweek splash->vel.X = 2; ssp(actor, 0); splash->vel.X = 0; @@ -1467,7 +1467,7 @@ void checkweapons_r(player_struct* p) auto j = spawn(p->GetActor(), 7220); if (j) { - j->spr.Angles.Yaw = p->angle.ang; + j->spr.Angles.Yaw = p->angle.ang; // check me out later. j->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON]; } p->OnMotorcycle = 0; @@ -1486,7 +1486,7 @@ void checkweapons_r(player_struct* p) auto j = spawn(p->GetActor(), 7233); if (j) { - j->spr.Angles.Yaw = p->angle.ang; + j->spr.Angles.Yaw = p->angle.ang; // check me out later. j->saved_ammo = p->ammo_amount[BOAT_WEAPON]; } p->OnBoat = 0; @@ -4004,7 +4004,7 @@ void OffMotorcycle(player_struct *p) auto spawned = spawn(p->GetActor(), EMPTYBIKE); if (spawned) { - spawned->spr.Angles.Yaw = p->angle.ang; + spawned->spr.Angles.Yaw = p->angle.ang; // check me out later. spawned->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON]; } } @@ -4065,7 +4065,7 @@ void OffBoat(player_struct *p) auto spawned = spawn(p->GetActor(), EMPTYBOAT); if (spawned) { - spawned->spr.Angles.Yaw = p->angle.ang; + spawned->spr.Angles.Yaw = p->angle.ang; // check me out later. spawned->saved_ammo = p->ammo_amount[BOAT_WEAPON]; } } diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index 8e900242b86..3cb8e7a0dbe 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -294,7 +294,7 @@ void RestartPlayer(int nPlayer) pActor->spr.pos = nNStartSprite->spr.pos; ChangeActorSect(pActor, nNStartSprite->sector()); plr->angle.ang = nNStartSprite->spr.Angles.Yaw; - pActor->spr.Angles.Yaw = plr->angle.ang; + pActor->spr.Angles.Yaw = plr->angle.ang; // check me out later. floorsprt = insertActor(pActor->sector(), 0); @@ -308,7 +308,7 @@ void RestartPlayer(int nPlayer) pActor->spr.pos.XY() = plr->sPlayerSave.pos.XY(); pActor->spr.pos.Z = plr->sPlayerSave.pSector->floorz; plr->angle.ang = plr->sPlayerSave.nAngle; - pActor->spr.Angles.Yaw = plr->angle.ang; + pActor->spr.Angles.Yaw = plr->angle.ang; // check me out later. floorsprt = nullptr; } diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 265512b150e..a055f01052e 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1510,14 +1510,14 @@ void UpdatePlayerSpriteAngle(PLAYER* pp) { DSWActor* plActor = pp->actor; plActor->backupang(); - plActor->spr.Angles.Yaw = pp->angle.ang; + plActor->spr.Angles.Yaw = pp->angle.ang; // check me out later. plActor = pp->PlayerUnderActor; if (!Prediction && plActor) { plActor->backupang(); - plActor->spr.Angles.Yaw = pp->angle.ang; + plActor->spr.Angles.Yaw = pp->angle.ang; // check me out later. } } @@ -1561,7 +1561,7 @@ void DoPlayerTurnVehicle(PLAYER* pp, float avel, double zz, double floordist) if (MultiClipTurn(pp, sum, zz, floordist)) { pp->angle.ang = sum; - pp->actor->spr.Angles.Yaw = pp->angle.ang; + pp->actor->spr.Angles.Yaw = pp->angle.ang; // check me out later. } } } @@ -1595,7 +1595,7 @@ void DoPlayerTurnVehicleRect(PLAYER* pp, DVector2* pos, DVector2* opos) if (RectClipTurn(pp, sum, pos, opos)) { pp->angle.ang = sum; - pp->actor->spr.Angles.Yaw = pp->angle.ang; + pp->actor->spr.Angles.Yaw = pp->angle.ang; // check me out later. } } } @@ -1641,7 +1641,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel) } pp->angle.ang = new_ang; - pp->actor->spr.Angles.Yaw = pp->angle.ang; + pp->actor->spr.Angles.Yaw = pp->angle.ang; // check me out later. } OperateSectorObject(pp->sop, pp->angle.ang, pp->sop->pmid); @@ -1850,7 +1850,7 @@ void UpdatePlayerSprite(PLAYER* pp) if (pp->Flags & (PF_DEAD)) { ChangeActorSect(pp->actor, pp->cursector); - actor->spr.Angles.Yaw = pp->angle.ang; + actor->spr.Angles.Yaw = pp->angle.ang; // check me out later. UpdatePlayerUnderSprite(pp); return; } @@ -1896,7 +1896,7 @@ void UpdatePlayerSprite(PLAYER* pp) UpdatePlayerUnderSprite(pp); - actor->spr.Angles.Yaw = pp->angle.ang; + actor->spr.Angles.Yaw = pp->angle.ang; // check me out later. } //--------------------------------------------------------------------------- @@ -6004,7 +6004,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp) plActor->spr.picnum = plActor->user.State->Pic; plActor->spr.picnum = plActor->user.State->Pic; plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); - plActor->spr.Angles.Yaw = pp->angle.ang; + plActor->spr.Angles.Yaw = pp->angle.ang; // check me out later. DoSpawnTeleporterEffect(plActor); PlaySound(DIGI_TELEPORT, pp, v3df_none); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 7fa0c39e5e4..04d4d8a5d31 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -12201,7 +12201,7 @@ int InitSwordAttack(PLAYER* pp) bubble = SpawnBubble(pp->actor); if (bubble != nullptr) { - bubble->spr.Angles.Yaw = pp->angle.ang; + bubble->spr.Angles.Yaw = pp->angle.ang; // check me out later. auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8; @@ -12369,7 +12369,7 @@ int InitFistAttack(PLAYER* pp) bubble = SpawnBubble(pp->actor); if (bubble != nullptr) { - bubble->spr.Angles.Yaw = pp->angle.ang; + bubble->spr.Angles.Yaw = pp->angle.ang; // check me out later. auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;